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| Demonfey11-08-05, 11:03 PM | From Frostbite: I wrote up an FAQ for this Council a long time ago and its both extremely outdated considering the changes this foundations over gone and riddled with unseen propaganda that was [with the exception of the heavy stuff] never taken out []. But, for something more general: Who are we? We are the Council of Archmages. We are the oldest foundation still in existence and we have always been one of the most powerful. We have library [somewhere] that I will soon get a link to. We must fulfill this foundations original purpose and start filling up the library once more. I’m looking for volunteers for that job as I will be busy maintain this foundation in-game and out and Necrodudes assistance should take up enough of his time. Anyways you can scan the last couple of pages for a brief history of the Council of Archmages. We were having fun digging up old quotes from the past. We were around before this whole guildwars or even this guildhall place was founded. Are original purpose believe it or not was the discussion and creation of all things arcane. While the original creator {Archmage of Nethril} may have named this place Council of Archmages, I assure you all types of spell casters are allowed. In fact, I am myself an Arch-Bard as is three of the other oldest members. Everyone will have a domain. Upon joining, one must request a domain. One of the things that has been handed down throughout the long history of the CoA are the rules of the domain. Domains may not be too powerful and one specific rule that is incredibly old and was always being broken [but quickly fixed] – No race archmages. For example: There is an Archmage of Fire, Archmage of Shadow ect. There is one exception you may notice. A famous Archmage was titled: The Archmage of High Elven Magic. This Archmage was not the “Archmage of Elves” but of a very specific style of magic that happens to come from the elves. A new tradition is no titles or numbers. Originally the Archmage of Nethril [Read: The founder] gave the rank of “High Archmage” to the first twenty-something people that joined. The guild leadership eventually passed from his one-man dictatorship to very complicated oligarchy [Read: A real system of government ruled by a small group of people] consisting of about four Archmages known as “Zenith Archmages.” During this time there was clear line between “new” and “old” members. All the older members who were not Zeniths were given the rank of “High Archmage” in the traditional sense. Anyways this existed for a long time. The history of the council is long and I will not try to explain it all in a single post. Long story short titles, ranking or any form of hierarchy no longer exist. For those of you who might complain about this: Think about it like this. I’m am the oldest member of this thread who even still posts on this website. I was one of the originally “High Archmages” and I was made a “High Archmage” after the Zenith Oligarchy moved in. While I was entrusted the title of “Lorewarden” and do oversee this foundation as a thread keeper I am not as much of a “King” or a “Dictator” as the others were. This is not to brag, merely to show those who want a rank and hierarchy that if we did bring back such a thing I have all right to the top most position and I would be the single force who would position every single person. This Council is known for its politics and I have been around for all of it. Don’t argue against me on this. Other then that I’m very open to opinions. Anyways…I’ll bring up a bunch of links to the library and to the older threads. Have a look around this one and some of the other links I give you guys later on. Until then I have one last thing to add. Our longest standing ally is the Half-Elven Foundation. Our other allies include: The Children of The Planes The Forest Dweller Foundation The Warlock Circle (Details pending ) The Sword Point Academy (Details Pending) This is just a quick list off the top of my head. I feel as if I forgot one and there are a few others I’m not so sure about. This is the second “game” and politics totally restarted. As of now this thread is in a bizarre state of neutralality. We are technically in-game “off limits.” Meaning that I have declared it not able to ally or declare war on anyone as it was more a collection of people then a group. This is going to change but it’s a standing rule to keep people happy RP wise until we can get an effective in-game government worked out. I have plans for it that might change and I won’t retype it here as nothings finial but its on the 19th page I believe if you wish to go look up up. to preserve the council, this has been started up. |
| Demonfey11-08-05, 11:08 PM | A scarab-like beast, that also looks fiendish and lizardlike, enters the Council. Brothers! Sisters! I come asking to gain support for the Guild of Ultimate Evil, which I am now head of! |
| Aramar the Black11-08-05, 11:11 PM | For the pure heck of it, I will continue with this: Fros-Ty! Fros-ty! Fros-ty! Come back Soon! :D :D Just to note, I have the previous thread saved, as well as all the previous assiated thread before that, and would like to ask again if anyone who still is a part of this Council, or who happens to read this, what they think about Conscentia, the Academy of Magic. Thank you. Edit: To the Scarab: I am sorry, but you will find nothing but respect from me. I am afraid that our moral views are somewhat conflicting. No offense, of course. |
| Demonfey11-08-05, 11:15 PM | I like the branching idea. I actually did that with the GoUE and Unholy Despoilers. |
| Aramar the Black11-08-05, 11:17 PM | I like the branching idea. I actually did that with the GoUE and Unholy Despoilers. I know. That only gave me enthusiasm for the idea, seeing that other were doing it. Like I said though, we have yet to have many members for the Academy, its being more than an outpost. |
| Demonfey11-08-05, 11:26 PM | Good luck with that. I vote for the Academy, personally. |
| Abicus Acton11-09-05, 05:16 PM | I believe I had already come to an agreement with Frostbite_Ravenheart for the Academy of Magic to be considered a branch of the Council of Archmages. The specifics, however, were left obscure, and there was little interaction and support between the two groups (at least, not as much as I would have liked to see). |
| Frostbite_Ravenheart11-09-05, 10:47 PM | @Demonfey+Ara: You two are very loyal, far more than any of us where back when the very original AoN was in charge. I shall repay this loyalty by starting an "Official eigth post." I could write pages and pages on the strength of the CoA since the begining of its creation. It has always remained one of the strongest powers. In the first IFGW this foundation had more power than any other, it was the largest, most respected, most connected and two of its members were gods and one of those gods just happened to have also been crowned King of the Land. Now look at us. We have grown weak, small. While true many of the foundations have dwindled and the newer ones have not really kicked off we must return to our former glory. @Abicus - I must say I grew a little worried when your foundation started to gain popularity and I had grown more and more inactive. However both of our foundations have its problems. SO I do propose that you become a branch, a division, of the Council of Archmages. If you think it fits, your Magical academy could represent the teachingers of the Council. Throughout the history of the CoA both IG and out of game we represented a gather of strong magical individuals who sought many different goals at different times. Now prehaps your academy could be the CoA's way of spreading magic and knowledge into the right hands and preparing the worlds next generation of Archmages. The members of the Academy would be full-blown members of the CoA who specialize in teaching the lesser educated. Sound good to you? We can work on even more details later if you like, prehaps in a PM. -Frosty |
| sculyblast11-10-05, 03:49 PM | "Let it be know," He said "that any Archmage, In need or in pain, is free to visit the shadowtower, which is known to all those loyal to the Council" Some had yearned long to hear this Aimable voice, others had forgotten the sound of it, others had never known it. During the reign of the Warlock XantoFlamis, the zenith Archmage had been Scattered. but unlike the rest of the Zenith Archmage he had survived, or actually he had run, knowing it was the only way of surviving. he had not been vaporized,destroyed, extinquished or turned into stone, he had kneeled and as soon as XantoFlamis lost his focus gone of with the achrive of the council. He Was Quarius Shadowage, Zenith Archmage of Shadow magic. in the Shadowtower, all was to be found. Eyah all, I'm Sculyblast, {Former} Zenith Archmage of Shadows (-s, magic). I haven't been around for a long time, and won't be around for a long time, but "Let it be known" that any member of the Council can contact me{Sculyblast@gmail.com}, be it for Council buisness or be it for a social call. I used to occupy myself with the Rpg Section of the Coa (which pittifull died down, maybe I'll dig you up some old logs later.) anyway what's going on? are the wizo's clearing the boards and are logs being removed? I onces started a CoA {philosophy} mailing list, in which I mentioned saving some logs on internet, If I remember correctly, I did save some. sculy, keep up the good work, This is just another call to show you guys I'm still alive, I won't fully return to the council ( sorry, got better things to do now) @ Frosty, More loyal than the Zenith Archmage itself? you never attended any of the Msn Conversations, otherwise you would have know what kind of hell we went through, take care of our Council. PS: if anyone needs the entrence to the Council achrives, please pm me, I got the Password and the site. great to be the king of all that lies behind me once again |
| Demonfey11-10-05, 04:20 PM | @any who care to read Yes, actually. I'd suggest getting what you want backed up about now. In the mean time, we'll keep an eye on this place, as custodial leaders, I guess. |
| Frostbite_Ravenheart11-10-05, 07:12 PM | Sculy - I could argue every bit of what you just said but this thread doesn't need it. If I really need to explain myself to then we can do it through other means. Demonfey - That's cool. I've backed up the most recent threads already I just need to see if the oldest of the threads are still around or if someone has them. BTW DF, if you want I can make you the IG leader. I've been looking for somone to take up that role for me. Doing this I have alot less I need to concentrate on. Plus, I haven't really been active so I don't really know alot of the newer people/foundations or how (this) game works. It will almost be like Japans Empire/Shogun thing. Me, being the official "head of state" and you the man who holds the real power and commands the "armies." Of course I'd still help IG, I just wouldn't have as much force. -Frosty |
| Demonfey11-10-05, 07:22 PM | Okay. An evil smile falls upon the creature's face. Yay! This makes two! |
| premier66611-10-05, 07:45 PM | To all: Wassup guys? I maybe not posted in the council for a while but I'm still here, and still loyal to the coucil! |
| Abicus Acton11-10-05, 07:46 PM | @Frostbite_Ravenheart: Sounds good to me. If you would, I believe it would be good for the Academy if you officially became an instructor there. Founder would be even better, but you are not required to make such a commitment if you would prefer not to. To make an analogy to Harry Potter (my favorite fantasy series of all time, as is likely quite obvious), the Council of Archmages would be as the Ministry of Magic, whereas the Academy of Magic would be as Hogwarts. Conscientia (the Academy) would prepare wizards for the real world, while the Council of Archmages would be responsible for experienced spellcasters, and give them tasks appropriate to their skill. I believe my last goal at the Academy was to simplify and streamline the rules for Quidditch. Since this guild seems to be at least slightly more active, perhaps it would be better suited to pose the problem to the Council of Archmages as a whole. I can't pull up a link for the original rules right now, but I'm sure there are several in the Academy (on the note, the original rules were posted in the last thread, so perhaps someone should repost them before the thread gets whacked). |
| Demonfey11-10-05, 07:47 PM | Nothing much. We agreed to have the Academy join us as a separate section of the council. |
| sculyblast11-11-05, 04:24 PM | beh, you leave for a while. after a while you return in a needing time, you offer all you got... and it's not enough and you'll be put down with a few words and for the rest be ignored. great to be hear :P sculy |
| Aramar the Black11-15-05, 06:02 PM | Alright, so now the Academy is a branch of the Council; I suppose I should start a new thread. (as far as I know I still hold the position of Headmaster there.) I should ask what to do with the library. I mean, I have all the stuff achieved there, but I don't want it to just dissapear, and it seems as if there is no incentive for any one to post there, when magic discussions can be happening here. I think we came up with the idea earlier that perhaps IFGW discussions could go on here, and magic discussions in the Library. Maybe that will work, but it hasn't happened as of yet. Great to see you back, Sculy! |
| Demonfey11-15-05, 06:10 PM | 1. You are still in charge of Conscentia. 2. You can download the library, and you remain headmaster. Also, what can I say, except where would you be drawn to first? A council of archmages, or an academy? |
| Aramar the Black11-15-05, 06:14 PM | 1. You are still in charge of Conscentia. Cool Also, what can I say, except where would you be drawn to first? A council of archmages, or an academy? What do you mean? |
| Demonfey11-15-05, 06:20 PM | Basically, most new players seem to post on what catches their interests more. |
| Aramar the Black11-15-05, 06:27 PM | Well, yes, but what are you implying, and with implications to what (thread)? |
| Demonfey11-15-05, 07:16 PM | Any. It can be the library (if you meant that) or the Academy (if you meant that) or both. |
| Aramar the Black11-15-05, 09:21 PM | Alright. I think I get it. But both the Academy and the Library are brances of the Council; it would be made known to those who began to post in either place that the Council is "Grand Ministry", and that that is where most of the socilizing and whatnot for the archmages (to differentiate with those mages who are studying at the Academy) goes on. I guess the main problem is the Library; if magic discussions began to take place there, than newer members would be drawn there, and the less active of them might simply stay in the Library thread, not really participating/ taking attention away from the main Council Thread. And, as to what I would be drawn to as a new member; well, I might figure that a Library was for storing things; but if there was a discussion in there, I might just stay in there, like the scenario I described above. The academy would draw my eye, and certainly be an interesting place, but it would eventually lead me to the Council; both places would be conducting different varieties of discussion, I might think. |
| Abicus Acton11-18-05, 05:48 PM | Before I forget (and unless Aramar disagrees): All the effigies that were purchased by the Academy are turned over to the Council of Archmages, to do with as is their wont. If the Academy ever picks up in activity, the effigies may be recalled for their service. |
| Aramar the Black11-19-05, 03:51 PM | Before I forget (and unless Aramar disagrees): All the effigies that were purchased by the Academy are turned over to the Council of Archmages, to do with as is their wont. If the Academy ever picks up in activity, the effigies may be recalled for their service. Sure, why not. I don't think the Academy is under any threat right now, and it is fairly well protected, given its location. |
| sculyblast11-20-05, 08:36 AM | aramar, you could store your library on Council.of.Archmages@gmail.com, the first three council libraries are stored there as well... what does my ear hear? are we starting a new RPG thread? sculy |
| Aramar the Black11-21-05, 07:24 PM | And how do I go about doing that? I get a little message box when I click the link; so, am I putting it in as though I were sending an e-mail, or what? And how is it accessed once there? |
| Dyne11-21-05, 08:41 PM | A pale old man with a tattooed forehead is found to be seated in the chamber of the Council of Archmages. "Since I was offered a seat on this council, I thought it best to introduce myself. I am Aoth Grindelwald, student of the arcane, called by some a Dark Wizard of sorts. "On another note, I think it is fitting to propose an alliance between the Stormhand Federation and the Council of Archmages, as organizations dedicated to the advancement of magic. It was some time ago, I believe, when talk of an alliance between our previous leaders took place, but I'm afraid nothing seems to have ever been finalized." |
| Demonfey11-21-05, 08:43 PM | Of course. But what do you want to be Archmage of? First, we need to get your title done. |
| Dyne11-21-05, 08:47 PM | "Title? What do you have in mind? My specialty is Necromancy, but I am quite skilled in the construction of things. I am fascinated by magic items, and am capable in their craft." |
| Demonfey11-21-05, 08:49 PM | How about Archmage of Thay? |
| Dyne11-21-05, 08:50 PM | How about Archmage of Thay? Grindelwald pauses for a moment. "I suppose that works. "Now, what do you think of that alliance?" |
| Demonfey11-21-05, 08:52 PM | Let your leader and myself meet face to face, and I'll agree to the standard CoA alliance. |
| Dyne11-21-05, 08:54 PM | "Thank you. I shall contact the Queen immediately." Grindelwald vanishes from sight. |
| Demonfey11-21-05, 08:56 PM | {and if he had paid attention, he'd have noticed I am currently next to her.} |
| Dyne11-21-05, 08:59 PM | {and if he had paid attention, he'd have noticed I am currently next to her.} Huh? I assumed this took place at the Council of Archmages chamber, and I don't think Ashariana has even ever posted here yet. |
| Demonfey11-21-05, 09:00 PM | Crowley's been making more of himself during your absence. Also, it just has to be face to face. |
| turalisj11-21-05, 10:18 PM | Zik's ghostly form floated into his proper seat, a bottle of redrum in his hand. Sho, whats did I mish? |
| Demonfey11-21-05, 10:19 PM | Nothing much, except apparently I've been appointed keeper of this place. |
| turalisj11-21-05, 10:34 PM | If I wasn't already dead, that news would have killed me. :D |
| Demonfey11-21-05, 10:34 PM | Killed me and I was already dead. |
| turalisj11-21-05, 10:40 PM | Heh. Oh, and some friends of mine are having a party at dead man's peak. I can't stay for long. |
| Demonfey11-21-05, 10:41 PM | See you around, then. |
| sculyblast11-22-05, 02:34 AM | aramar, council.of.archmages@gmail.com IS an email adress, the gmail server saves over 1 gb of emails, the threads allready available in the inbox are send by email as well... well, what to do? first you click on the thread tools, at the top of this thread (right), after that you click on the printable version. this version you save on your pc, after saving it on your pc you'll attach it to an email and send it to the known address. sculy, please pm me and I'll send you the password and site to gmail, so you can view the already stored threads. |
| Aramar the Black11-25-05, 11:58 AM | To get the big matters out of the way: Is there anyone working on the CoA stronghold? (Xen, you out there? Demonfey?) If that ever gets established, what would you guys think of having one large spellbook into which we all contribute spells, then taking some time every now and then to copy from it, thus giving us all, as members, a huge spell repitoire? Also, of the small number of active members here, would any of you be willing to be founders/instructors for the Academy? And now, I'm going to go pester the fading members.. :) |
| Demonfey11-25-05, 05:07 PM | Sorry about my absence here. I've been working on things for other guilds, including the effigy paratroopers. |
| sculyblast11-25-05, 05:40 PM | the only purpose I could serve is storytelling, I could create an RpG thread, were there any interest, and I can tell about the Rl and Ic history of CoA. sculy, sorry Didn't play any DnD for over 2 years now, even thinking about selling my stuff. |
| Aramar the Black11-26-05, 12:25 AM | the only purpose I could serve is storytelling, I could create an RpG thread, were there any interest, and I can tell about the Rl and Ic history of CoA. sculy, sorry Didn't play any DnD for over 2 years now, even thinking about selling my stuff. Yeah, I haven't actually played D&D for a while now either. The thing with an RPG thread is, well, that's almost whats going on now. A huge, multi-guild RPG. To create more or RPGs within RPGs or someting even more confusing might not be a good idea, unless I'm missing something. Myself, I'm always interested in the history of this place. Have you helped Frosty, lately? Glad your still around. :) |
| sculyblast11-26-05, 03:25 AM | nope he never contacted me... sculy |
| pquekadl11-27-05, 07:38 PM | The doors crack slowly open, light spilling across the ground. An elf with a noble demeanor steps through, allowing the door to swing shut behind him. "So this is the hall of the archmages..." he whispers to himself. Turning towards the wizards gathered here, he says "I have traveled far to seek admittance to your guild. To whom among you should I speak?" |
| Demonfey11-27-05, 09:28 PM | Right here. What is your name, and what do you want your title to be? For example: I am archmage of fire. |
| pquekadl11-28-05, 01:34 AM | "My name is Lazelant. Perhaps Archmage of glyphs and sigils would be appropriate, as I am a geometer by trade." Ooc: I'm new to playing a wizard, so I hope that I'm not supposed to be an expert on my character's field. On a side note, who should I contact about getting my character approved? (I've already posted him on the character thread) |
| Demonfey11-28-05, 01:38 AM | You're talking to him. I just drove back from home to college, which takes five hours. I'm not doing anything like that tonight. Sounds good. You are now Archmage of Glyphs, to keep some more possibilities for others to have a similar title. |
| Aramar the Black11-28-05, 05:31 PM | Ah, Lazelant, I wondered when you would show up. I have seen you wandereing around (the boards) and, resisted inviting you to come join us at the Council, hoping you might find it fore yourself. Off the top, I must that your art is one that greatly interests me. Perhaps, as trained amueters in the field, we could get together and talk sometime. Perhaps we could learn something from one another. (Please note: Niether am I an expert in game mechanics; I like the ideas and thoeretical discussions myself.) |
| Dyne11-28-05, 06:16 PM | We need an Archmage of the Council PrC, sorta like the Mage of the Arcane Order, but CoA style. |
| Aramar the Black11-28-05, 06:23 PM | We need an Archmage of the Council PrC, sorta like the Mage of the Arcane Order, but CoA style. Well, it appears that all we did was make Archmage templates and a Zenith Archmage PrC.. So, I draw from an apparently meager selection to present another Guild PrC, a spell, and an idea or two of my own. First, A spell we could play around with.. Frosty’s: Council Magical Alert, Lesser (Frostbite Ravenheart) Divination Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, Pointing into the sky Casting Time: 1 Round Range: Up into the Skies or maximum distance of 1000 ft underground Target: Area Duration: 3 Rounds +1 per caster level (see post) Saving Throws/SR: N/A This spell was one of five designed by the Lorewarden Frostbite Ravenheart (Aka Frosty) so that not only he, but all members of the council could summon each others aid in times on peril. To active this spell the caster points his hands up into the air and says “Blessed be the Bonds of the Brotherhood” [Sorry…late…insert something better if you have better idea] after which, like a firework, a big bolt of energy strikes from your hands and it’s hits the stars shattering into a loud boom and bright colors. Although there are not really any signs that this is the symbol of a member of the CoA but it has become a very recognized spell. The more the spell gets in use, the more formalized it has become with different colors and shapes representing different meanings. The caster can however choose only to let those with CoA blessings to see and hear it. And, an expansion of the Guild Wizard by JL3712. Arcanist Hit Die: d4 Requirements: To qualify to become an arcanist and a member of the Arcane Order of the Magi, a character must fulfill all the following criteria. Skills: Craft (alchemy) 4 ranks, Knowledge (arcana) 8 ranks, Speak Language (Draconic), Spellcraft 8 ranks Feats: Scribe Scroll, at least two metamagic or magic-item creation feat. Spells:[b/] Able to prepare and cast 3rd-level arcane spells or higher. [b]Special:[b/] Prospective members must pay an initiation fee of 1,000 gp. [b]Class Skills: The arcanist’s class skills (and key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions. Skills Points at Each Level: 2+Int modifier. Lvl BAB Fort Ref Will Abilities 1 +0 +0 +0 +2 Membership, Spell Pool I 2 +1 +0 +0 +3 Improved Spell Acquisition 3 +1 +1 +1 +3 Research Breakthrough 4 +2 +1 +1 +4 Bonus Language 5 +2 +1 +1 +4 Spell Pool II 6 +3 +2 +2 +5 Arcane Understanding 7 +3 +2 +2 +5 Bonus Language 8 +4 +3 +3 +6 Research Breakthrough 9 +4 +3 +3 +6 Spell Pool III 10 +5 +3 +3 +7 Regent Class Features: All of the following are class features of the arcanist prestige class. Weapon and Armor Proficiency: Arcanist’s gain no proficiency with any weapon or armor. Spells per Day: An order member’s training focuses on magic and magical research. Thus, when a character gains a new level of Arcanist, they gain new spells per day as if they had also gained a level in whatever spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, familiar benefits, etc). If a character had more than one spellcasting class before they became a guild wizard, they must decide to which class they add each level of Arcanist for purposes of determining spells per day when they add the new level. Membership: The character becomes a full member of the Arcane Order of the Magi. They are entitled to all the benefits and must fulfill all of the obligations and responsibilities. A Member who fails to pay dues, devote time, share research, abuses benefits, or violate any of the rules/regulations for a period of three months is removed from the Order. Though reinstatement is possible via various tests and fines. Serious violations can result in actions taken against an individual not limited to Incarceration or Assassination. Spellpool (Sp): Beginning at first level, mages of the Arcane Order can call spells from a common source, the Spellpool. This is a spell-like ability. New members receive a special focus (a small trinket or object chosen by the spell-caster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner. If he loses his focus, he must undergo another initiation. At 1st level an arcanist can call 1st through 3rd-level spells. At 5th level they may call up to 6th-level spells, and at 7th level they may call up to 9th-level spells from the spellpool. Improved Spell Acquisition: Beginning at 2nd level and each level after of advancement in the Arcanist prestige class, a character gains one extra spell of their choice of any level that they can cast to add to their spellbook (in addition to the normal amount of two). Research Breakthrough: At 3rd and 8th levels, a member of the Arcane Order of the Magi gains sudden insight from studying and research into arcane theory/practices. They gain a bonus metamagic feat. Bonus Language: At 4th and 7th levels, a member’s access to the Order’s superb libraries and resources, as well as prerequisites for further study, allow him to learn a new language (any save Druidic). Arcane Understanding: At 6th level, a member of the Order has studied the fundamental laws of magic and his own spellbook to the point where he has literally memorized specific spells, no longer needing his book to prepare them. He gains the Spell Mastery feat. Regent: At 10th level a member of the Order is awarded the status of Regent of the Order. As such he is one of the governing members of the Order with greater influence and some authority. Regents head chapter houses and lead Order meetings as well as Affairs of the Order in relation to their perspective chapters. They no longer pay dues but receive all benefits of membership. A regent gains a +2 competence modifier on all Charisma-based interaction checks when dealing with lower-level members of the Order. Regents must also preside over the Regents Council (each of which leads a district). Regents may forgo rule over a chapter house and instead lead solitary lives continuing to benefit from the Order. However they are still required to attend at least six meetings out of the year to vote in their district elections (via their Regents Council). They must also return for three months out of every year to initiate new members and teach students at the Academy. A regent that both forgoes a position as Chapter House Leader and Regents Council member loses the status of regent and may be removed from the Order for failure to carry out his duties to the order. If so, he loses access to the spellpool, membership benefits, and improved spell acquisition. A Regent is considered a landlord and a member of high nobility in lands that recognize those titles (even though they know nothing of the Order officially) Now, one wonders that kind of things being a member of this guild will get you. Now, most, if not all, of us know how contingiencies and mythals, work, right? Hos about my bonding Pentagram idea long ago? Suppose we weave those together and create a spellpool of sorts, with addtional features. Also, I could defintily see some bonus metamagic feats. |
| pquekadl11-28-05, 11:58 PM | Ah, Lazelant, I wondered when you would show up. I have seen you wandereing around (the boards) and, resisted inviting you to come join us at the Council, hoping you might find it fore yourself. I was trying to get all the little details of my character's stats squared away before doing anything with him. Joining the CoA was my intention from the beginning. @Demonfey: is Crowley in charge of both the council and the GOUE, or do you have different characters for the two? |
| Demonfey11-29-05, 12:05 AM | He's in charge of both. |
| Aramar the Black11-29-05, 07:40 AM | Frightening thought, isn't it? ;) |
| Demonfey11-29-05, 09:05 AM | Now, he's also in charge of Pyros Anonymous, and I brought back the CotP |
| Aramar the Black11-29-05, 05:20 PM | Which provokes the thought.. How many other people have that much influence and/or control? Good thing I like Crowley. |
| Demonfey11-29-05, 05:24 PM | Me. And all the GMs have more power than me. |
| Frostbite_Ravenheart12-01-05, 09:26 PM | pquekadl: I'm the "official" leader of the CoA but I've become less than a figurehead. I don't really have much time left to devote to this site and after I finish my little project with Sculy im going to "Crown" I guess you can call it someone, most likely demonfey with sculy sent to watch him. But as I said I'm not really ever here listen to Demonfey and I trust him. Me and Sculy are working on the history. Its comming along alright. After Sculy and I leave however all the orginal members will be dead and gone, quite sad actually for a foundation spanning many years and many more threads. -Frosty |
| Demonfey12-01-05, 10:19 PM | That would be sad. |
| turalisj12-01-05, 10:26 PM | which one, the fact that the two remaining original members of the coa will be gone, or he;s trusting you with care of the coa? :rimshot: |
| Dyne12-02-05, 12:31 AM | Me and Sculy are working on the history. Its comming along alright. After Sculy and I leave however all the orginal members will be dead and gone, quite sad actually for a foundation spanning many years and many more threads. -Frosty Wasn't Aramar one of the "original" members? |
| premier66612-02-05, 09:31 AM | That would be sad. yes, yes that would. |
| sculyblast12-02-05, 06:19 PM | Wasn't Aramar one of the "original" members? nope, if I remember correctly Aramar joined in the 4th thread, Frostbite and me where on the first ( and deleted) CoA thread. sculy, at your service |
| Aramar the Black12-05-05, 06:05 PM | Wasn't Aramar one of the "original" members? Nah, I joined early in the third thread. Not to long after beardith and Aravilar. (Took me forever to get accepted...) |
| Xen15512-05-05, 10:22 PM | Ahhhh, trips down memory lane for the council eh? It would be sad to see the last of the OGs gone. If it is any buisness of mine, why must you (being Frost and Sculy) leave? |
| Master_of_Sarcasm12-06-05, 06:29 PM | Greetings, all! Oh, and an early Happy Holidays, since now seems convenient. *sniffs* Ah, that new-thread smell. :P ...Ok, that fills my daily stupidity quota... With that out of the way: I've been AWOL for some time now; have I missed anything? I notice substantial in-character discussion; is something going on? ...And where is everyone? We have more members than this ... Slightly confused, MoS |
| Demonfey12-06-05, 06:46 PM | Currently, the forum's in one of its "quiet times". And I've summed up as best I can what's been happening lately a few times already, so I'll let someone else give it a shot this time. |
| Dyne12-06-05, 07:20 PM | Well, my time on the net is rather limited lately. I have several impending school projects that I must focus on, as well as wrapping up the semester with finals and all that other good stuff. |
| Demonfey12-06-05, 07:22 PM | I've got finals next week... |
| pquekadl12-06-05, 07:35 PM | So, is this now the official council thread, or is somebody still going to make an official one? |
| Demonfey12-06-05, 07:36 PM | This one is the official one, I just called it unofficial because normally, Frostbite starts the new CoA thread, and he wasn't around when WizO Shadow said to make a new one. |
| Aramar the Black12-12-05, 07:35 PM | Heck, I'll be lucky to post here in the next couple weeks. But then comes Christmas Break! Anyway, what do the rest of the members think of creating a CoA prestige class? And does anybody out there own Lost Empires of Fearun? Or have any idea how mythals work? Or the layerings of spells I hear about so often in Forgotten Realms novels? How I could I forget? Again, I ask: Does anyone wish to lend thier services to the Academy, if I were ever to get it going? It doesn't have to be a dynamic, major role; maybe just someone who is assumed to come in and give seminars to class periodicly. |
| sculyblast12-13-05, 01:49 PM | For starters, I'm against the CouncilArchmage PrC, why you ask? Our Council is not a Stronghold in which we train 15 year old Mages in the Art of Greater magicks, it's a guildhall, for all mages, wise and experienced, to gather and have a chat about the magicks they prefer. The Idea was prety clear in the Stats of the old Zenith archmages. some were graviously overpowered... Ava, level 80 character with about 6 templates, but they were all somehow specified in a way. the asset of the council lies it it's variety in domains, as soon as you are going to create a prc that conceils all of the qualities An Archmage of the Council will need, you could just as well say the council has 40 level 25 wizards, all with the same spells at hand and the same abilitie modefiers. because I like individualism above mass production, I'm against. as for your second question, ask Ava, Viatordeorum@gmail.com (I hope he still uses that account.) for your third question, If it's role playing, I could alway lend a hand, though my time is precious and I seem to get less and less of it. sculy |
| Demonfey12-13-05, 01:56 PM | The apprentices have to come from somewhere, Sculy. The Academy is a promising way to have characters train the next generation, and a PrC would probably benefit us, in the way that there's a certain PrC in the Complete Arcane, which I forget the name of, that is basically a guild mage. They'd have to pay us dues or make new spells for the guild annually to retain high standing, and eventually they'd end up proving themselves as true mages (always prodding, always looking for new secrets the universe has to offer, digging, hunting for new knowledge). |
| sculyblast12-13-05, 04:24 PM | I still disagree, but then again you never saw the roleplaying days of the zenith archmage :P sculy, my excuses |
| Demonfey12-13-05, 05:20 PM | I'm just saying that a spell pool and a bunch of NPCs and interested PCs working all the time to make new spells, items, or enough gold to pay off guild debts in a frantic attempt to stay in the guild doesn't hurt... |
| turalisj12-13-05, 05:31 PM | How I could I forget? Again, I ask: Does anyone wish to lend thier services to the Academy, if I were ever to get it going? It doesn't have to be a dynamic, major role; maybe just someone who is assumed to come in and give seminars to class periodicly. Well, Zik may help out. Perhaps head up the evocation area. |
| premier66612-13-05, 06:44 PM | Black Mage could also be a teacher, of necromancy, or enchantment, but I think its not gonna be healthy for the studants. (If anyone interrupts the class he will have an inclination to fireball him... :D ) |
| Master_of_Sarcasm12-13-05, 06:48 PM | Hmm....a Council Mage PrC? :thinks: Well, that's a tough one. On the one hand, it's tough to argue with sculy's logic. He has a point: the whole idea is that the Council accepts all manner of members, and doesn't make them change their methods or studies, or at least not much. On the other hand, given the nature of the Council and its goal of increasing and spreading arcane knowledge, a Spellpool of some sort would make a lot of sense, since it could allow all members to draw on the knowledge of others. Maybe we could devise a way for Council mages to use some kind of spellpool aside from creating a PrC for it? Opinions? MoS |
| Dyne12-13-05, 07:31 PM | I don't see how a Council Archmage PrC would be any more conformist than a regular wizard or sorcerer class. It could even be general enough to include both arcane and divine magic, since there may be a few divine archmages among us. People wouldn't be "forced" to take it, that would be absurd. It would just be another option (like the Archmage PrC, but possibly even more general than that), and one that links our guild together. |
| Frostbite_Ravenheart12-13-05, 08:14 PM | Or we could have a comprimise. Instead of having a CoA guild PrC I wouldn't be opposed to having an PrC for our school. -Frosty |
| sculyblast12-14-05, 11:00 AM | me neither, it's fully logical that one would posses certain qualities after finishing a school. sculy |
| premier66612-19-05, 02:13 PM | Black Mage appears in a burst of darkness. Saying nothing, he adjusts his hat and walks to the chair of the archmage of black magic. Taking a bit of the dust off, he seats. After a long time away, I'm finally back. |
| Aramar the Black12-25-05, 10:59 PM | And, it's easier to think of abilities for a student PrC. You have a point sculy, with the individualism. Of course, there could be some blending of the two ideas. Hi Black Mage! I think I said when I volunteered to play in the IFGW, that I would be the reclusive mage who spent most of his time in the library, only showing his face every now and then, to accout for my somewhat limited accessiblity to the interent. Now, I have bedome significantly more involvee that that, and I am ignoring some of my involvements, just becuase I can't If a mage can speak up to announce his presence every now and then, and perhaps contribute something to the discuussion, that you are presne tenough, and we can probably assume you to be spending that time when you are not active to be out studying, exploring , or teaching classes at the academy. Perhaps you have become so involved in your studies that you have to remind yourself to come here once dozen fortnights. Work? @ Mos: Yes, I've been trying to think of ways to create cool things for the council (like a spellpool), without us taking a PrC. Such thoughts are why I am showing interest in mythals and rituals (from Unearthed Arcana). |
| Safa Swordjackal12-27-05, 01:38 AM | Well, hello, again. It's Zollex, but under a different name. If you need proof, I can go grab my old account or casually refference an insider's joke. I'm back because I want to help the Council out in its time of need. The storm that was the begining of the Guild House has passed, so I feel it's okay to come back. I will not, however, ask for my membership or domain back, as I do not see that I have ever earned them. I look forward to doing so. *Blasts Sculy for not using correct capitalization and punctuation* :P I, too, have to say that there is no uniform class that all of the Council Archmagi would fit under. We always did our own thing. That's what makes the Council so great. A PrC for this Academy would be good, though. But the Council definitely needs a spellpool. Heck, it's been screaming "SPELLPOOL!" for a long time. I didn't even know what a spellpool is until just recently, though. Perhaps an item could be used to access the spellpool. Or greater magic like a mythal, as Aramar suggested. Sculy, can you send the CoA libraries to zollex@gmail.com ? I can make a publicly available archive on a website, if that's alright. I've been looking forward to such a project to do in my spare time. I'm willing to sift through all of the CoA threads, the Conforums, and anything else someone might have archived. EDIT: Does anyone have the first few threads saved? The "Reloaded" thread continues straight from the previous one, and it's rather confusing out of context. Also, there are a lot of creations missing. EDIT2: Can someone PM me with recent events at the Guild House? I missed a lot here. Why were the GMs changed? EDIT3: Here's (http://boards1.wizards.com/showpost.php?p=1815809&postcount=203) a list of the early members. Sculy and Frosty joined on the first thread, I joined on the second thread (first one on the vBulletin boards), and Aramar joined on the thread that my link goes to, which is the third, to my knowledge. But time has proven that who joined first does not matter. There were a couple of people who never really did much for the Council but acheived rediculous possitions (the high archmagi were a very bad idea-we wasted more time discussing who got what spot than we did relevant issues, and that's what drove me away). The people who did do things such as creating spells and other things didn't get anything. Heck, our formal "leadership" was nowhere to be seen half the time. It was people like Sculy and Frosty who kept the CoA alive this long. I'd be very sad to see them go. Oh, BTW, can someone post already? The Guild House seems like it's the same people posting on every thread. That isn't what foundations used to be like.... I'm starting a "Back in the day..." speech, aren't I? |
| Safa Swordjackal12-30-05, 02:17 AM | So, anyway. I noticed that the academy is divided into houses. Perhaps a PrC for each of them would be better than one general one. I don't know enough about the academy to make any specific suggestions. There was a topic an old CoA thread about a wand that is planted in the user's arm, then it uses the user's life as a source of power. The example wand, I believe, was a wand of fireball. I don't remember how many HP were drained to cast it, but my current idea is that it uses 1 HP per caster level, so a caster level 5 (minimum) fireball would drain 5 HP from the user, a caster level 10 fireball would cost 10 HP, and so on. Of course, it would be capped at the user's character level. Any other thoughts on this? I'll stat it after a bit of discussion. |
| premier66612-30-05, 11:50 AM | So, anyway. I noticed that the academy is divided into houses. Perhaps a PrC for each of them would be better than one general one. I don't know enough about the academy to make any specific suggestions. There was a topic an old CoA thread about a wand that is planted in the user's arm, then it uses the user's life as a source of power. The example wand, I believe, was a wand of fireball. I don't remember how many HP were drained to cast it, but my current idea is that it uses 1 HP per caster level, so a caster level 5 (minimum) fireball would drain 5 HP from the user, a caster level 10 fireball would cost 10 HP, and so on. Of course, it would be capped at the user's character level. Any other thoughts on this? I'll stat it after a bit of discussion. I see potential for munchikism there. |
| Safa Swordjackal12-30-05, 12:18 PM | I see potential for munchikism there. Well, if you have a cleric with a wand of cure light wounds or whatever other healing spell, then this is quite broken. If you used more permanent damage, or limited it to a certain number of times per day. One point of temporary Con damage in addition to the HP sounds better to me. Also, if it is used more than once per day, the second charge costs double the normal, the third costs triple normal, and so on. That would discurage several uses in a row and would make this item a last-ditch sort of thing. Maybe even double the caster level in HP would be better for the first charge. If the wand were of magic missile, then a flat 10 HP for a 9th caster level spell seems good to me. Even if there's a cleric nearby, he'll be spending more spells on healing that the missles are really worth, so I don't see any big problems. It might be used a couple of times a day, but no more. |
| premier66612-30-05, 08:19 PM | I think the con damage stuff could work. few mages have high con, and it would keep them from using it all times. |
| Aramar the Black12-30-05, 11:01 PM | Zollex, before you do anything, I think I shold make it known that I have been taking all the Council Archive and been putting them up on my own site. It's a lot of stuff and it;s not done yet, but it's coming along nicely. And, in my compilation of the Archives, I searched all the threads possible, all the way from the 2nd, all three previous libraries, and the Conforms site. Most of the work that need to be done is putting the finishing touches on spells and classes, getting them acknowledge by the Council and all tidied up for inclusion in the archives. Edit: Perhaps I better give the link to this achive website: CoA Library (http://www.freewebs.com/aramar666/) Hope you enjoy how it's coming so far. |
| Safa Swordjackal12-30-05, 11:52 PM | Zollex, before you do anything, I think I shold make it known that I have been taking all the Council Archive and been putting them up on my own site. It's a lot of stuff and it;s not done yet, but it's coming along nicely. And, in my compilation of the Archives, I searched all the threads possible, all the way from the 2nd, all three previous libraries, and the Conforms site. Most of the work that need to be done is putting the finishing touches on spells and classes, getting them acknowledge by the Council and all tidied up for inclusion in the archives. Edit: Perhaps I better give the link to this achive website: CoA Library (http://www.freewebs.com/aramar666/) Hope you enjoy how it's coming so far. Very nice. FreeWebs' templates are nice for setting up a site quickly without having to worry about HTML. I can help out with HTML and some JavaScript if you ever want to move out of the template. Now I'm thinking just the temp Con damage would be good enough for it to be balanced. With it doubling on the second charge, tripling on the third, etc. it would be hard to keep a steady stream of fireballs going. The caster level max would have to be set at 3/4 character level or so, to keep a check on that. |
| Aramar the Black12-31-05, 12:12 AM | Sorry for my computer ignorance, but what exactly are HTML and Javascript? (I heard of them, obviously, but I don't know what thier function is.) What would that do for the Archives? |
| Safa Swordjackal12-31-05, 12:41 AM | Sorry for my computer ignorance, but what exactly are HTML and Javascript? (I heard of them, obviously, but I don't know what thier function is.) What would that do for the Archives? They're different forms of website coding. Message board code is a simplified version of HTML (hypertext markup language). With HTML, you can create links, tables, put images on a web site, and other things like that. HTML makes up most of the WotC boards. JavaScript allows some more complex tasks. The menu at the top of the page is JavaScript, for example. The Show/Hide spoiler tags use JavaScript. If you look at View>Source or Right Click>View Source, then you can see some examples of HTML and JavaScript. It would probably be better to do that on your FreeWebs site, since that has simpler HTML and no JavaScript. As far as text goes, you can do almost anything with HTML and JavaScript. HTML can ease navigation, let you click a link and jump straight to a certain spell, and stuff like that. With JavaScript, you can make advanced menus, forms, stuff like that. I'm just learning JavaScript now, and have yet to put it to practical use, so I'm still a beginner. The FreeWebs templates are still very good, but direct access to the code can give you the ability to make "Icing on the cake" features. |
| aravilar_holistacia12-31-05, 12:52 PM | Hello Council members, I just wanted to let you all know that I've been speaking with Aramar on the information he requested, and I'd be happy to shed light on any other subject I know a little about. Unfortunately I've been very busy lately with other projects (if you use IRC, come see me in #gaia at irc://cosmo.csmn-irc.net:6672), but I've been missing talking about magical theory (Forgotten Realms, of course :P), and I'm always up for a good conversation. Hope all is well, Aravilar |
| Safa Swordjackal12-31-05, 04:27 PM | Hello, Aravilar. I'll have to have a couple of my friends bug you on Gaia...they really don't know the meaning of "spam." :P But good to see you again, anyway. Oh, can anyone fill me in on this whole "academy" thing? I don't have time to read the thread--I've spent and am spending a lot of time reading some of the threads that I missed, especially the CoA and Half-Elven Foundation. |
| sculyblast01-01-06, 07:35 AM | Ava and Zollex Returned? the Return of the Council's Aristocracy! yay. Ava you haven't been online for quite some time, did you change your email adress? anyway anyone can add Bobyourself@hotmail.com to their msn list. Zollex, I pmed you for the stuff you needed. are you only blasting me for Incorrect capitulation and interpunction, Yay~! grammar and spelling was accepted sculy, has actually been away for quite sometime |
| Frostbite_Ravenheart01-03-06, 07:33 PM | Ava and Zollex Returned? the Return of the Council's Aristocracy! yay. Ava you haven't been online for quite some time, did you change your email adress? anyway anyone can add Bobyourself@hotmail.com to their msn list. Zollex, I pmed you for the stuff you needed. are you only blasting me for Incorrect capitulation and interpunction, Yay~! grammar and spelling was accepted sculy, has actually been away for quite sometime Ava, Zollex, Sculy - We've had our share of fights - With Wizo's, with other foundations and with each other. We, along with many of our other fallen brothers fought for the foundations and (to which I give you three more credit them myself) the guildhouse. The first IFGW burst into flames shortly after its birth destroying not only itself but several of the most prominent of foundation members and even threatening the already fragile existence of the foundations themselves. This second IFGW is following the very same, dangerous path as its predecessor. Almost every single older poster has been driven away from the Guild House. Just look at our (as good of a job that have done) GM’s, most of them are still baby’s compared to the rest of us. The same with the majority of active participants in this second IFGW, most of them were born into the Guildhouse already after the destruction of the first IFGW. How can we blame them for their errors? Well it seems about time that the eternal Council of Archmages must once again step in to prevent the death of the foundations that we have worked so hard to maintain. The seeds of destruction have long been planted in the Halls of the Guildhouse but there is still time to overcome this. Although the foundations have been known to be able to survive one unlikely time after another, their lives may be tied to their ugly children – The IFGW. It seems very likely that the second IFGW may fall soon, its suffering from the same symptoms as the first IFGW and has a few of its own. Although the IFGW’s were supposed to be but a side-project of the foundations it has taken hold of almost the entire generation of foundation members. So deeply implanted is the IFGW in the minds of this modern generation that they may not have any way to cope with its downfall and no way to rebuilt the foundations to their former glory and purpose. With what little men and power the CoA has left, I say we must try all we can to prevent the death of the foundations and the guildhouse. It would be an ungodly shame to have all the history possessed by the CoA and the few other ancient foundations to fall due to the failures of a few modern births. Its up to us now, -Frosty |
| Zombomaniac01-03-06, 09:18 PM | Although I am mostly a "New Generation Member" I did join right before the death of the First IFGW. You can count on me to help in any way I can to help keep this all alive. Also I will tell Xen what is happening at school tommorrow. He will hopefully be able to help. |
| Master_of_Sarcasm01-03-06, 09:32 PM | Frosty, I commend you on your impassioned speech. You're our very own Winston Churchill...or something like that. I'd like to offer my assistance to the CoA, but beyond my continued allegiance, I don't know if I can; I'm not entirely sure what happened, so it's hard to pledge to fix it. If my (somewhat brief) time as a member has taught me anything, it's that member activity comes and goes, and that many may return with time. Things will look up: in fact, considering the return of some distinguished veterans, perhaps it already is. MoS |
| Safa Swordjackal01-04-06, 02:43 AM | IMHO, the best way to keep the CoA going is to keep it content-based. That's how we got this far, why change what works? If there's going to be another RP, it should be kept on a different thread so that it doesn't get confused with the normal scheme of things. MoS, I've seen all sorts of trends in member activity. Things usually start out slow, peak, then level off for a while. Then the deciding time comes. Some people will get bored with it and leave, and they take others with them. That leaves the diehards. These diehards will make or break the group. If they keep to themselves, the group dies. If they open up to new members, the group kicks off again. With Frosty's speech of old glory and his call to arms, I'd say we're off to an excellent start. Oh, any comments on the wand implanted in the user's arm? It's getting closer to balance, but some more opinions are needed. |
| Aramar the Black01-04-06, 08:14 AM | The doubling/tripling/quadrupling after multiple uses sounds good. Of course, a point of temporary Con with each casting seems liek a very good idea. It limits how much you want to use the waand, becuase doing it do much will not only lessen your HP becuase of Con loss, but make it harder to run and resist desise and what-not, and those seem like appropriate consequences to giving away your life energy. |
| jagggar01-04-06, 02:29 PM | That's exactly what I want to do with the HEF. We were moved to the Guild House to be foundations/guilds. Not a part of some text-based MMORPG. A message board is not meant to handle something like the IFWG. Especially when it's competing with other threads. How does a subforum sound? I don't know exactly who started it, but I started lurking before the big Sil-Droga conflict drove the first IFWG to a halt. I think you can consider the second incarnation over as well. If the old saying "third time's a charm" doesn't happen, I think the IFWG will be shut down perminately. What I understand (and please, do correct me if I'm wrong on any of this) the IFWG was started to get more activity going between the guilds/foundations. At some point, someone decided that stats needed to be added (likely so it didn't become a battle of 'did-to, did-not', then things happened which turned into player conflict and probably isn't best to repeat so as to avoid bad feelings being dug up too much. So us babies come along and see something we think could be really cool if run correctly and we go and screw it up the second time around. At some point we talked about if we should hold the IFWG in seperate threads from the normal guilds and came up with no. The problem with not using seperate threads is that some guild/foundations could turn into a war between those who want to participate in the IFWG and those who don't. The problem with seperate threads is that some guild/foundations could become buried in the IFWG threads. Even without having a seperation rule, there are already some dedicated IFWG threads that every now and then come up with other content. Now at some point, the idea of having a subforum popped into my head. It was probably hidden amongst the thought that a dedicated messageboard would be the best way to run the IFWG. It is my hope that if we somehow upped traffic, had the IFWG running smoothly for a while, and asked very nicely we might be able to get a subforum. So you old-timers either have to wait long enough for the IFWG to fail once more or for it to run smoothly for long enough for begging to be successful. |
| Safa Swordjackal01-05-06, 05:21 PM | I like the subforum idea. With the IFWG on the same threads as the regular foundations, whenever one foundation is attacked, the attackers start posting there, and whenever a defender starts talking about something out-of-character, the attackers chime in with negative comments. That turns the in-character conflict into an out-of-character one. A subforum would separate things, so the IC conflicts are less likely to go OOC. What kills stuff like the IFWG is everyone trying to stoke their egos be having their character, which is based around the player, beat up other characters. That also kills any other interaction between the players. That's why a lot of people left during the first IFWG. I don't know why the first IFWG was created. We had something similar a long time ago called "The One Land" on the Map of the Planes board, but that died off because everyones' characters were all-powerful, and no one would consider that their side could possibly lose. Then we had another thread, "Seige of Evermeet" I think it was. That died when everyone went off and did their own thing. No one could interact, even if someone tried. Best of luck with the IFWG. I have plenty of first-hand experience with trying to get a good online role-play going, and I'll make use of that to help where ever I can. |
| Lady Rolindin01-06-06, 04:43 AM | iknow i've been gone for awhile, but as the arch mage of netheril magic; the ideal for high arch mage was for the floating city. The city was going to be used for the coa and have only coa members to leave and come back. their was other ideals for leaders of the different parts of the floating city, different postions and titles. If the coa still wants to make the floating city, it wil have to be a high arch mage to make the city and cast the spells on the cut mountain top. it's up to the coa if you still want the floating city, not hard to make. |
| premier66601-06-06, 10:35 AM | a floating city would be a good idea. How can it be made? |
| Milith, holder of HB801-06-06, 12:20 PM | Dibble walked into the halls of the Council of Archmages. Looking around he spotted a group of tall Archmages "Greetings fellow casters of the Arcane!" The kobold greeted" I am Dibble, Archmage of Nifty Spells! I wish to join this Council of Archmages!" |
| Lady Rolindin01-06-06, 03:47 PM | The spell used to cut off the mountain top is a 10 level spell, (one has to use a wish spell to replace another spell 8th or 9th level), then use other spells to make the mythallar. the prepossed size of the mountain top last time was 25 miles radious, this would give 6 wards, (6 ward wizards, 1 being the mythallar wizard, the other 5 being in charge of one of the 5 wards. Then make the mythallar housing, which is made of stone medal. the wizard casting the spell has to be over 15 level, the arch wizard has have skill check of 60 or higher in spell casting and 60 or higher in spell knowledge. not had spell to cast the arch wizard needs to have the skill check and spell knowlwdge feats check. I don't know what levels the other wizards are, I played my dwarf wizard to 35 level and she can cast the spells and more. if other arch wizards can cast the spells then they are welcome to cast the spells, thier not easy spells to cast and take hours to cast. It would be good to have the floating city so the elected high arch wizard can dirrect the floating city, thier are other spells to protected the city. there is a spell that allows only characters that have a rune stone to enter or leave, 10 level spell, then only the gods can enter if they don't have the rune stone. Everone else is teleported else were away. |
| Aramar the Black01-08-06, 05:51 PM | Lady Rolindin, welcome back! I myself have been looking to the formation of mythal-like protections for the council; they tie in well with the floaring city and a spellpool, I think. While certainly I could see working the mechanics for the city, which I wold be happy to held with; if I could find time; were the city to be out into use in a game such as the IFGW, it would take the rules allowing for high-level characters (It's set at 15th right now, I think, and under debate for lowering), or a great boon from the DMs. Just to make you aware. |
| kirellagen01-08-06, 06:21 PM | Aramar the Black invited me to return here after my extraordinarily long absence. In ages past, I was the Archmage of the Stars. By way of introduction, here's a stars-based spell I've been working on. Ring of Stars Transmutation Level: Sor/Wiz 5 Components: V, S, M Casting time: 1 action Range: Personal, or 50ft Target: Self, or 1 creature up to 50ft away. Effect: Seven starlike, insubstantial lights. Duration: 1 round/level Saving Throw: None Spell Resistance: See Text This spell creates seven glowing stars out of normal stones, which hover around the caster, protecting him from attacks, and providing a +1 bonus to AC each (For a total of +7 when the spell is first cast). They likewise give a penalty to ranged attacks made by the caster equal to the bonus to AC, because they block vision. Every round, as a standard action, the caster may cause one of the stars per four caster levels to fly out up to 50ft away and strike a creature in exactly the same manner as a Magic Stone spell, except that no sling is needed(the caster merely makes a gesture and a ranged attack roll). The normal penalty to ranged attack rolls caused by Ring of Stars does not apply to this attack roll. Every star that is launched at a creature is consumed, and no longer provides a bonus to AC or a penalty to ranged attacks. Material Components: Seven small stones, which are transformed into the stars. |
| Lady Rolindin01-08-06, 06:52 PM | it would be up to the gm's and dm's if they allow my archmage or any other archmage to help make the floating city. If the gm's allow us to make the flaoting city, it would be great. as formy dwarf arch arcanist to help make the floating city, or any other arch mage higher than 15 level it would have to be them who make the city. a arch mage would haved to be at least 17 or 18 level to attempt the spell, seeing how it takes high skills and feats to cast the spell (60 in each area). I will try to talk to the gm's and see if they will allow us higher arch wizards to make the city. I know that my arch mage is a npc still, but she has the knowledge and skills to make the city. if any other arch amge above 15 level wishes to learn the spell , with other spells needed to make a floating city they can be sent to you. Wards spells, proctection spells, mythallar housing. The last time we talked about this we agreed on a 25 mile floating city, how about a 100 mile to 200 mile floating city. I just hope there are mountains that big to use the spell on, something like the alps size mountains. I still have the ward spell on my area of the coa and no one can enter the area she has for her self not even shadow creatures who can meld with shadow. only the gods can enter her area. the differance between a mythalar and a mythal are this. a mythal is frist a mythallar, (a round sphere or pure magic), then the wizards cast thier spells into the mythallar and all the wizards souls are sucked into the mythallar changing it into a mythal. the mythal is now a living thing with the conbined powers of the spells and the spell knowledge of the wizards. I want to make a mythallar and leave it at that, i do not wish to have any wizard sacerfice thier lives for the the mythallar. there would need to be spells put into the mythallar housing to connect and direct the power as the ward spells direct, (mostly 10 and 9 level spells). if you want a mythal then that can be araingedbut remember that at least 3 to 4 wizards have to join thier souls with the pure power of magic and the new combined soul would direct the magic as it sees fit. |
| Aramar the Black01-09-06, 05:28 PM | I forgot about the sacrifice part. How do you get a ward that good around your area? @Kirellegan: Interesting. It looks like maybe a 4th level spell instead, but that's just me. I like it. |
| Lady Rolindin01-09-06, 08:05 PM | when the skyga were at the coa observing the coa from the shadows,. My dwarf mage could see the skyga and could not warn the lower wizards, but could proctect her area. so she put up the 10 level ward in her study area, I could not put the ward on the whole coa since it was a voliation to do so. I put the ward in her study area, so if she has to watch other guilds attack, (16 level and above can not interfear unless they are attacked by the forces attacking them personaly, which makes sence in some ways. in others the 15 level wuzards should be able to see shadow creatures hiding in the shadows, they just have to use true seeing spell and put the spell into an item. I had to deal with orcy with this issue before and the spell is a 10 level and very powerful, not even a shadow creature can enter with out a ward stone. any one trying to teleport into the area will be sent else where, no plane creatures can enter the area unless they have the ward stone. it 's the way the spell is written, it does say that no one can enter unless your a god or your god gives you the power to enter. no one can enter with out the proper ward stone or ring, or other item; witch has to be stated at the time of casting the spell. (that's what i don't like about having such a power wizard, ) Maybe the gm's will let my wizard put the spell on the floating city, as is above 15 level characters have the right to seal off their area. since we can't help the 15 level characters, we can seal off our own area. this has been done already, since my dwarf mage is part of the counsel of stones (dwarven counsel and she needs to repersent Mythdril Hall). any character at the coa can seal their own area if above 15 level, were not suppost to interfear with the game. I've heard that before and know in the past characters above 15 level have helped some guilds, I haven't and don't plan to. just the floating city is important to the coa, 15 level characters don't have the featsnor the skills to use the spells as yet. if another guild attacks the coa then any character above 15 level is not suppost to help. we can seal off our own areas though. If any one enterested in the 3.5 feats you can find them here! 3.5 feats HTTP:/wwwcandlekeep.com/downloads3.5_feats.zip the fr feats are at HTTP:/wwwcandlekeep.com/library/articlesfeatsmain.Htm. forgotten realms feats all books up to date Netheril Spell Bakers Hands: 4 level Transmutation Components: V,S,M Casting time :1 standard action Range: you Duration 2 rounds Saving throw: no spell resistance" no This spell is used to speed up the caster, for casting spells. The caster can cast two spells in one round, one extra the same round and two spells the next round. Both spells have to be 1 round spells and under 3rd level. The materail component is a small copper hand worth 10 copper pieces. this spell was used by Netheril bakers on thmseves so they could use prepare their food faster. Water Lightning bolt Transmutation/Evocation Level 7th Components VSM Casting Time 1 Action Range as per Lightning bolt Target as per Lightning bolt Duration: instantaneous Savings Throw special, as per lighnting bolt Spell Resistance Yes Description This spell when cast it allows a lightning bolt made of water and lightning to strike the target selected by the caster. The effects is a lightning bolt damage and shock damage, the lighning bolt strikes the target and magic resistance applies, the caster gets the normal lightning bolts as per the spell. the main component is a half inch lighting bolt made out of silver and a small amount of water. a silverstar fire verson could be made. a water spell. Lady Polaris Silver Dragon Star (by Lady Rolindin) Description: The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer). Item Powers (all cast at 35st level, 3.5 level 30) 4x day: Cone of Cold 4X day Paralyzing Gas (Silver Dragon gas) 2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area 2X day Reverse Gravity (Silver Dragon Abilty no saving throw) 1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White armor Ac-8. This armor has 80 hit points, and absorbs all damage done to its wearer. The creature gets a 75% magic resistance, as well as complete immunitty to cold based attacks, and silver dragon breath weapons attacks and spell abilties attacks. The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. the suit of armor is form fitting and will cover the person. the suit of armor is made of silver liquied metal, the suit has 90 hit points. The suit will take the damage before the wearer takes any damage while being worn by a character.The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive. A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white light to read by. the Silver Dragon Star saves at a +10 on all magical attacks. Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones). When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life. The Silver Dragon Star is temporarily destroyed in the strike, but will be reformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again. armor class 3.5 =28 of suit Karsas Silver Dragon Star (by Lady Rolindin) Description: The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white- yellow light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white- yellow flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer). Item Powersd (all cast at 41st level, 3.5 level 35) 4X day: Split Lightning Bolts Greater (6 at the release of the spell, can direct to targets x10 damage of lighting bolt spell) 4x day: Blizzard Storm 4X day Paralyzing Gas (Silver Dragon gas) 2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area 2X day Reverse Gravity (Silver Dragon Abilty no saving throw) 1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White-yellow armor Ac-8. This armor has 100 hit points, and absorbs all damage done to its wearer. The creature gets a 90% magic resistance, as well as complete immunitty to cold based attacks, and Silver Dragon attacks breath and spell abilities . The ability to breath normally in hostile conditions, (I.E. under water, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. the suit of armor has 70 hit points and is form fitting metal that will coat it self over the wearer. the suit of armor is made out of mythdril liquid metal. the suit will take hits point damage first, (like the netheril ring of armor, the suit will form fit to the wearer.) The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive. A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white- yellow light to read by. the Silver Dragon Star saves at a +10 on all magical attacks. , armor class 3.5 =30 (Karsus wanted his better than Lady Polaris) Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones). When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life. The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again. |
| Demonfey01-10-06, 12:28 AM | I just want to say, first, that if any of the founding members want control of the Council, they are welcome to it. I'd be extremely happy to turn it over to someone that has had experience with this from before the CoA's 7 incarnation. Anyway, on to the standard business. Dibble walked into the halls of the Council of Archmages. Looking around he spotted a group of tall Archmages "Greetings fellow casters of the Arcane!" The kobold greeted" I am Dibble, Archmage of Nifty Spells! I wish to join this Council of Archmages!" The swarm Crowley buzzes in. You wish to be the Archmage of Nifty Spells? I see no problem with that. Welcome to the Council. |
| Mith_The_Godling01-10-06, 12:34 AM | "Yay!" The kobold cries out in glee." Dibble has a new job! Thank you oh, so very much!" (I used to be known as Milith, holder of HB8) |
| Demonfey01-10-06, 12:53 AM | I really have to begin checking this thread more often... |
| Aramar the Black01-10-06, 07:05 AM | HB8? Welcome to the Council, Dibble. Pardons for not acknowledgeing you. I should also let it be knwon that I greatly support the subforums idea; if you're still checking this place, jagggar. |
| kirellagen01-10-06, 09:56 AM | What subforums idea is this? |
| Lady Rolindin01-10-06, 05:01 PM | Yes welcome to the counsel dibble. Amamar the black, any wizard can secure thier own area in the coa as long as their above 15 level. it good not to let shadow creatures, and other planeier creatures into your area. I don't like any unwelcome vistor's popping in on my archmage while she's working on a spell or netheril invention. As far as staying out of the game, if she's not dragged into the game by a character then that's allright with me. She can help teach wizard character new spells if the dm's and gm's approve the action, just like any otherwizard above 15 level can. get the gm's or dm's permission frist and then approach her about learning a spell she has. as far as the 10 level ward spell it can be shared with any wizard in the coa as long as they can cast a 10 level spell, unless you want unwelcome vistors. |
| Aramar the Black01-10-06, 05:53 PM | @ kirellagan: This subforum idea: How does a subforum sound? I don't know exactly who started it, but I started lurking before the big Sil-Droga conflict drove the first IFWG to a halt. I think you can consider the second incarnation over as well. If the old saying "third time's a charm" doesn't happen, I think the IFWG will be shut down perminately. What I understand (and please, do correct me if I'm wrong on any of this) the IFWG was started to get more activity going between the guilds/foundations. At some point, someone decided that stats needed to be added (likely so it didn't become a battle of 'did-to, did-not', then things happened which turned into player conflict and probably isn't best to repeat so as to avoid bad feelings being dug up too much. So us babies come along and see something we think could be really cool if run correctly and we go and screw it up the second time around. At some point we talked about if we should hold the IFWG in seperate threads from the normal guilds and came up with no. The problem with not using seperate threads is that some guild/foundations could turn into a war between those who want to participate in the IFWG and those who don't. The problem with seperate threads is that some guild/foundations could become buried in the IFWG threads. Even without having a seperation rule, there are already some dedicated IFWG threads that every now and then come up with other content. Now at some point, the idea of having a subforum popped into my head. It was probably hidden amongst the thought that a dedicated messageboard would be the best way to run the IFWG. It is my hope that if we somehow upped traffic, had the IFWG running smoothly for a while, and asked very nicely we might be able to get a subforum. So you old-timers either have to wait long enough for the IFWG to fail once more or for it to run smoothly for long enough for begging to be successful. I like it; in fact, if it happens, then the Academy would go there. |
| Frostbite_Ravenheart01-10-06, 08:35 PM | I just want to say, first, that if any of the founding members want control of the Council, they are welcome to it. I'd be extremely happy to turn it over to someone that has had experience with this from before the CoA's 7 incarnation. Anyway, on to the standard business. Huh? Anyways...Sculy, Zollex, and any other old archmage listening: I'm deciding on wether or not to reintroduce our old hierarchy. I know, I know, thats what I always fought against and thats how I made my name in the first place but we were far more effective back in those days. However, if we do redo it...there will be a few changes...mostly compensating for the fact that most of the older, wiser Archmages are also the least-versed and experianced in the rules of this IFGW. But if that comes to pass we'll work out the kinks later. -Frosty |
| Mith_The_Godling01-10-06, 09:40 PM | HB8? Welcome to the Council, Dibble. Pardons for not acknowledgeing you. I should also let it be knwon that I greatly support the subforums idea; if you're still checking this place, jagggar. "Not a problem" The little kobold replied" At least no one sat on me this time." Also, I keep forgetting where the Player Character 4 (I think its called that.) is. (sigh)I'm always getting lost on these boards. :( |
| Safa Swordjackal01-10-06, 10:08 PM | Huh? Anyways...Sculy, Zollex, and any other old archmage listening: I'm deciding on wether or not to reintroduce our old hierarchy. I know, I know, thats what I always fought against and thats how I made my name in the first place but we were far more effective back in those days. However, if we do redo it...there will be a few changes...mostly compensating for the fact that most of the older, wiser Archmages are also the least-versed and experianced in the rules of this IFGW. But if that comes to pass we'll work out the kinks later. -Frosty I don't think that's a good idea. There were way too many posts asking how the hierarchy worked on the old threads. Besides, there isn't much for formal leaders to do, anyway. If we want to do another RP or something, we can pick a couple of people to run it. Beyond that, there is little for leaders to do. Well, there is the IFWG, but that really isn't our thing anyway. I found the old post on that wand I've been talking about. Archmage of Netheril posted it.Dr. Killdrum's Wand of Fireballs A variation of the wand of fireballs, this wand is set under the skin and bone of the right arm. Unlike other wands, the strength of the enchantment is under the direct control of the owner. Its owner must expend part of his life force (in the form of hit points) to power the wand. For every hit point expended in ìchargingî the wand, the creates a one-die Noanarís fireball. The only limit known for this is the number of available hit points in the ownerís body. For instance, Dr. Killdrum has 45 hit points, so he could create a 44d6 Noanarís fireball, rendering him nearly dead (only one hit point remaining). An interesting side effect has been discovered through adventuring and other unfortunate incidents - Dr. Killdrum and his gear have become immune to magical and natural fire. For the wand of fireballs to be implanted, the recipient suffers a total of 20 hit points of damage and loses the use of the arm for 20 weeks (subtract the recipientís Constitution from the debilitative time period). Until this time for healing is complete, the wand cannot be used.It's from an AD&D adventure about Netheril ("How the Mighty are Fallen"). It's way overpowered--a barbarian with a level of wizard would make it rediculous. I don't have time to stat our version now, but I'll do it sometime this week. I'm starting a campaign with a couple of friends on Saturday, but I have Monday off from school. I could have sworn fireball was maxed at 15d6, not 10d6.... |
| Milith, holder of HB801-10-06, 10:24 PM | Never mind, I found it again...and now its on my Favorites list. :) |
| Mith_The_Godling01-10-06, 11:11 PM | Sorry, I was fixing up an old thread upon request. Oh well I just payed the price for using that bloody thing. Does anyone remember how to delet accounts? |
| kirellagen01-10-06, 11:28 PM | @ kirellagan: This subforum idea: I like it; in fact, if it happens, then the Academy would go there. I hate to sound ignorant, but what's IFWG? |
| Demonfey01-11-06, 01:35 AM | Huh? Anyways...Sculy, Zollex, and any other old archmage listening: I'm deciding on wether or not to reintroduce our old hierarchy. I know, I know, thats what I always fought against and thats how I made my name in the first place but we were far more effective back in those days. However, if we do redo it...there will be a few changes...mostly compensating for the fact that most of the older, wiser Archmages are also the least-versed and experianced in the rules of this IFGW. But if that comes to pass we'll work out the kinks later. -Frosty You had given me IG leadership before. I don't still have that? Also, I don't know when a few of the people here making a come back actually joined the council, except that most of them have been in the history of said council longer than I have and with more impact. |
| Demonfey01-11-06, 01:37 AM | I hate to sound ignorant, but what's IFWG? Inter Foundation War Game. |
| Frostbite_Ravenheart01-12-06, 09:57 PM | You had given me IG leadership before. I don't still have that? Also, I don't know when a few of the people here making a come back actually joined the council, except that most of them have been in the history of said council longer than I have and with more impact. I made you the IG leader and i'm not contesting that. I'm just curious as to why you would want older archmages to take over your position. We know well the politics of the guildhouse but were just not as well-versed in the ways of the IFGW itself. Safa - Good point, I guess it really just depends on where the CoA goes from here. -Frosty |
| Xen15501-12-06, 11:42 PM | The Council never was to active in the IFGW mainly becuase of the wide array of its members. But IG if the CoA had a hierarchy what exactly would they do (IG)? My pardon if I have misunderstood in some way. |
| Demonfey01-13-06, 01:04 AM | I made you the IG leader and i'm not contesting that. I'm just curious as to why you would want older archmages to take over your position. We know well the politics of the guildhouse but were just not as well-versed in the ways of the IFGW itself. Safa - Good point, I guess it really just depends on where the CoA goes from here. -Frosty Probably where I have control of three guilds already, two of which have been noted as former giants in the game, and to keep me from getting tempted to use said control to my advantage. |
| Mith_The_Godling01-13-06, 01:58 PM | I may be new, but you don't seem like that type of person. :) Also, Dibble would like to know where he can find the booster seats. ;) |
| Lady Rolindin01-13-06, 08:44 PM | Mith_The_Godling I may be new, but you don't seem like that type of person. Also, Dibble would like to know where he can find the booster seats. Today 01:04 AM the seats should have the resize spell used on them allready so the chair will resize to you. as for making them bigger or small you should be able to use your concentration and make the chair the hight you want. Dwarf wizards have the same proublem, the human wizards forget were smaller than them and have to have the resize spell allready out on the chairs so to make the smaller races can enjoy them. |
| Demonfey01-13-06, 11:24 PM | Makes more sense than anything I've thought of. |
| Lady Rolindin01-14-06, 12:30 AM | was in the coa libary, i posted it before, it'ss from the dragon magizine. thats how you make rings fit a gaint fingers anto a halfling's; or how you make armor fit one character to the next character that puts it on. I din't mind reposting the spell, if someone else wants to they can. your wizard will have to use permanacy spell to make the item resize such as the chair's in the coa to fit the wizard. not hard to do or use a a magic item creation box, in this case a box big enought to put a chair in. resize is in the dragons 300 somewhere. |
| Demonfey01-14-06, 12:41 AM | Probably considered a given, or that people just stand, considering how...actually, now that I think about it, most of the players have been/are medium sized PCs. |
| Lady Rolindin01-14-06, 02:33 AM | Amar the black I mad ehe ice hawk for a dm master master competion. Netheril Ring of Armor The Netheril Ring Of Armor is made up of form fitting liquid mythryl metal, the metal has a hardness of 20. The Ring of Armor will form fit to any character, the ring will last for 6 hours plus 1d4 hours maxium of 10 hours. the Ring of Armor allows the wear to move freely with out any negatives to movment, the armor wieghs 1 pound. Any character wearing the armor can fly for 1d4 hours at the rate of the characters movement. the Ring of Armor was used by the Mystryl guards to proctect the priests from harm. the aromr has 70 hit points and will take damage before the character. Making a ring of Armor: Frist have to make the armor, then use resize spell, fly, Weightlesness: put the spells into the ring. Use wish spell to have ring abosrb the armor, then use command word win conjuction with wish spell. Costs in Nethril time was 10,000 gp, today with magic change is 100,000 gp the armor will give the wearer an armor class of 28 in3.5 terms. The main cost is the wish spell and making the metal, (process not easy). Staff of the Mystryl Guards The Staff is made of silver metal, gold metal, or black meatal (dark metal), the staff weighs 1 pound. The staff is 60 inches tall, has 2 to 3 rings of different colored gem rings on the staff. the rings are a half an inch wide and meet each other. Gem Rings and their meanings: red is a fire ball spell, green is a lighting bolt spell, dark blue is a water breathing spell, light blue is a spell turning spell. the staff can also be turned into a scimitar +1, or a bastered sword. Staffs with two red and one blue turn into two scimitars +2 each. the character needs to have twin sword feat to use the scimitar. Each staff while in scimitar or staff form the wielder can use the command word to cast the spells held within. fireball spell 2x a day. lighting bolt 2x day, water breathing 2x day spell turning 3x day Types of Netheril metals: Gold metal Sliver metal Methril Metal Black metal (dark metal) glass metal stone metal earth metal Liquied metal (any type) wood metal. lighting metal cloth metal (my dwarf mage has her robes and cloak made of cloth metal . Ac not telling hers, the cloth metal moves like normal cloth, just has a hardness between 15 and 30.) Moon metal (the elves showed the netheril how to make moon metal, the netheril made it stronger and more spell asborbent, such as moon sword, moon rings, moon daggers.) |
| Lady Rolindin01-17-06, 02:37 AM | this is from a dragon magazine, and it's a cantrup spell. the spell is in the coa's library 3 rolindin goes over to a chair here Dibble these chairs have the resize spell allready put on them. If you want you can chose the kind of chair you want how about a nice over stuffed chair. It has the spell on it. just use your concentration and make it smaller or the legs longer, or the chair taller or the legs smaller then resize the chair to your fit. the humans forget about the smaller arch mages. enjoy Dibble. Resize Transmutation Level: Clr 0, Drd 0, Wiz/Sor 0 Components: V, S Casting time: 1 action Range: touch Target: One article of clothing or armor Duration: permanent Saving throw: Fortitude negates (object) Spell resistance: Yes Resize alters one piece of non- magical clothing or armor to fit a differently sized creature. The object to be resized can be expanded or shrunk to fit a target up to one size larger or smaller than it originally fit. If resize is dispelled, the clothing or armor falls off its wearer and returns to normal size. |
| Aramar the Black01-17-06, 07:46 AM | Even though it says that it targets a piece of armor or colthing, rather than furniture? |
| sculyblast01-17-06, 01:02 PM | Huh? Anyways...Sculy, Zollex, and any other old archmage listening: I'm deciding on wether or not to reintroduce our old hierarchy. I know, I know, thats what I always fought against and thats how I made my name in the first place but we were far more effective back in those days. However, if we do redo it...there will be a few changes...mostly compensating for the fact that most of the older, wiser Archmages are also the least-versed and experianced in the rules of this IFGW. But if that comes to pass we'll work out the kinks later. -Frosty hah! isn't CoA a small example of our reality? I think my arguments to keep up the hierarchy were that it was much more efficient. anyway I have to agree with Zollex, your democracy destroyed pretty much of the social structure of the CoA. plus that there are but few members on the guild house to join. if you want us back we have to do the things I'm now listing: 1. start a new Rpg, which will tell alot about the in game history of the council ( which is incidentilly based on the real history.) there must be an Rpg thread next to the discussion thread. I remember screaming "don't post In game posts in the discussion thread" no one ever listens. 2. mining of new archmages. the power of the council lies in the amount of members, I remember the bloomdays, they had a lot of members, and I remember the down days, in which we tried our hardst to get new members. we have to think off all kinds of excuses to post links to the CoA on the Dungeons and Dragon boards. 3. we need to find the capable people. AoN, DS, Finwe, Ava and I spend a hell lot of time forging the council together. there needs to be some bound between the members ere you can create a ruling elite. the secret of the zenith/high archmage was the bound they had to each other and the warm smile that welcomed every new archmage. sculy, those are pretty much the basics, on top of that, Get Kedi, Bait, Bahamut, Master of sarcasm, Malyss, Bindy and the rest of them back in here. Andy, Ds, Finwe and Ava pretty much died |
| Lady Rolindin01-17-06, 02:38 PM | Aramar the Black Even though it says that it targets a piece of armor or colthing, rather than furniture? look at the wording of the spell. It says object, (Saving throw: Fortitude negates (object)0 spells can be canged too to be used on any thing the caster wishes. If a mage uses it on a chair they have to use the word chair instead of armor. The object to be resized can be expanded or shrunk to fit a target up to one size larger or smaller than it originally fit. (from the wording) the spell can be used on any object, it was made for armor or colthing. it can be used on any object the caster wishes to use it on. just say the object to be resized. in the spell cantation. I do remember that spells can be altered or changed to fit the needs of the mage, so using ring,or chair instead of armor or colth would work. remember sorerons ring from lotr, it resized it self and the king of men was able to wear the ring after cutting off soreron's fingers. the had to have a resize put into the ring to be able to resize it self to any wearer. |
| jagggar01-17-06, 02:48 PM | I remember screaming "don't post In game posts in the discussion thread" no one ever listens. I think that might come from rule number 2 of the Guild House:If you desire, please role-play in character within a thread on the Foundation thread if it helps express your point. |
| Lady Rolindin01-17-06, 03:23 PM | Resize Transmutation Level: Clr 2 Drd 2 Wiz/Sor 2 Components: V, S Casting time: 1 action Range: touch Target: One object Duration: permanent Saving throw: Fortitude negates (object) Spell resistance: Yes Resize alters one object and will resize to fit the creature or area needed. any object can be rezised or expanded or shrunk to fit a creature one size larger or smaller than it originally fit, or to fit in an area. The object be it clothing or armor or any other object will return to it's normal size once the spell is effected by a counter spell (dispell magic or anti magic zone). The spell can be used on any object, be it armor, a weapon, funiture, to clothing; the spell is design to resize any object to fit the creature, or area. if used on or simular object the creature usung the object must use their concentration skills to resize the funture or object to fit them, the permanancy ability of the spell is reversed in some ways; for exsample using a cloak and walk into a antimagic zone; or the object fails it save vrs magic,or having a dispell magic used on item or object. |
| Aramar the Black01-17-06, 05:16 PM | sculy, those are pretty much the basics, on top of that, Get Kedi, Bait, Bahamut, Master of sarcasm, Malyss, Bindy and the rest of them back in here. Andy, Ds, Finwe and Ava pretty much died I can get right on that. Ava still lurks, and he posted a short while ago; and I dunno about DS; the others I've niether seen nor heard from in a very long time. |
| Safa Swordjackal01-17-06, 09:26 PM | I think that might come from rule number 2 of the Guild House: My view on that rule has always been a lot more strict than most people's. I always thought that it meant a couple of lines of RP per post, followed by active discussion in the rest of the post. Not pages upon pages of straight RP. From the begining, the Council kept its on-topic discussion seprate from role-playing. To my knowledge, we've had two RPs, both seprate from the regular Council thread. Both were fairly successful. The point is, the CoA has a tradition of keeping RP seprate from the main discussion. It works, or the Council would have died a long time ago. I saw DS on MSN a few weeks ago. Bait is still active on the Internet, and he'll probably respond to a PM. I think Kedi still posts, so a PM for him. I'm not the best person for sending PMs, since my username isn't recognizable to the old members now. |
| jagggar01-17-06, 09:51 PM | Open with "Hey, I'm actually _______!" ? I have to agree that if the younger members want the CoA to participate in the IFWG (and you older members if you want, of course) that it should be on a seperate thread. It may help some of the other topics/foundations/guilds/whatever to operate that way as well. |
| Lady Rolindin01-18-06, 02:23 AM | It is a good ideal to contact the members and then get some formal meeting to see what the counsel wants, to be in the games or stay seperate and neutral. I would like to hear the members from the frist start of this guild thier opion and thie views on the matter. |
| Mith_The_Godling01-19-06, 07:55 AM | Thanks Lady Rolindin! Now Dibble can sit in his own seat. :D Dibble begans to focus on his chair, atf irst it shrank but then it grew to seat the kobold at height level along with the others. "Dibble hase to learn how do that with his brush!"The kobold said cheerfully." Nows all I needs is a wizards hat!" Dibble stops talking to himself and turns to the other multiple mages next to him. "Guys? does anyone know what hat a would look good on Dibble?" |
| kedi01-19-06, 03:46 PM | Huh? Anyways...Sculy, Zollex, and any other old archmage listening: I'm deciding on wether or not to reintroduce our old hierarchy. I know, I know, thats what I always fought against and thats how I made my name in the first place but we were far more effective back in those days. However, if we do redo it...there will be a few changes...mostly compensating for the fact that most of the older, wiser Archmages are also the least-versed and experianced in the rules of this IFGW. But if that comes to pass we'll work out the kinks later. -FrostyThat ain't what Sculy told me. He told me we were going to take over the Council and kill you all. But I guess I wasn't supposed to inform you with this news. Anyway, how ironic is it to be told by Sculy that we're some sort of reuniting when I'm working on a new PrC after maybe 2 years being away from D&D? Greetings, both familiar oldies and unfamiliar freshmen. ~Kedi, [High! Hah, beat ya!] Archmage of Life and Death PS: Sculy, sculy... Were there any zenith meetings I wasn't a part of, anyway? :P |
| Demonfey01-19-06, 03:51 PM | Thanks Lady Rolindin! Now Dibble can sit in his own seat. :D Dibble begans to focus on his chair, atf irst it shrank but then it grew to seat the kobold at height level along with the others. "Dibble hase to learn how do that with his brush!"The kobold said cheerfully." Nows all I needs is a wizards hat!" Dibble stops talking to himself and turns to the other multiple mages next to him. "Guys? does anyone know what hat a would look good on Dibble?" I'd say a hat of many disguises. Always useful. |
| kedi01-20-06, 03:33 PM | bump |
| Frostbite_Ravenheart01-20-06, 08:01 PM | bump I've not heard such a word spoken here in quite a long time. anyways...I've known about the plots to kill me for a while. But before that happens we older guys need to gather together at some point and before we do anything else attempt to get back as many other older guys as possible. Then we'll work out a new system. Im thinking prehaps all older people should become the new "Zeniths" and maybe the rest just archmages and once we start to swell with people will grant some of the not-so-new-not-so-old members High Archmage status or something like that. Once we have everything worked out involving people then we should start working on the RpG and "mining" newer achmages as sculy so bluntly put it. The way im guessing our little system will work out is that most things will be voted on by the few dedicated Zeniths and if there are large disagreements between the various Zeniths than we will create an unalterable poll from which the rest of the council can vote. But thats just a prediction. -Frosty |
| Lady Rolindin01-20-06, 09:26 PM | Dibble the hat of many disguises is a good choise, demonfey suggested a good hat. Your brush you could use the 2 level resize spell on it to make it bigger or larger. Is the counsel going to have an meeting in the future. Frostbite_Ravenheartanyways...I've known about the plots to kill me for a while. I don't know what you did for to be targeted, but it does seem that the coa is a target in some ways. because of other guilds aliaences and indivuadal allligeances we have. we do need a meeting of the counsel, my dwarf amge will wqit for the rest of the counsel, if Dibbble wants to learn the resize spell then we could talk about that. |
| sculyblast01-21-06, 05:52 AM | good, than we start with the tradional "gathering of email-accounts, so we can use a messanger" and then we need to make a list with the guys we want to form the new zenith archmage. sculy, I'll occupy myself with creating a good start for the Rpg, if the zenith archmage allows me, of course |
| kedi01-21-06, 07:49 AM | I'm quite impotent with this new RP system, mainly why I've been away for the time being. I'll have to work on RP thingies... I've mailed to our old mail group, will notify who mailed back and who's doing what. But I can say forget about getting Zolex, Ava and DS back. They've been dead for a very long while. Drake's still on, and so is Bait. |
| Safa Swordjackal01-21-06, 01:22 PM | Kedi, I'm already back. It's ZOLLEX! With two L's! That's probably part of the reason I changed usernames. Sorry I haven't gotten that wand statted. My English teacher gave us two poetry projects due in the same week. I'll try to get the wand statted this weekend. My MSN is zollex@gmail.com and my AIM is fieryarchmage5 . My privacy settings on AIM might be weird, so MSN is the better bet. |
| kedi01-21-06, 05:23 PM | You're right, your name isn't recognizable to us oldies. I just hope you still carry around your cheese... :P But man, Zollex was old school, man! Old school, I say! Edit: Let's get a little more serious. As said, I've ben working on a PrC. The idea has spawned: I was wondering the other day, what kind of mage would I actually rather be. I had the topic came up as me and my brother (Psychology Student) discussed what kinds of people would rather be what mage. I started to think myself... Trans... God no. Invoker... Too boring. Divin... Wha? Necro... Nah, too cliché and boring. Enchanter? Some kind of, maybe a... Hex. Alright, we had Hex before as far as I can remember. But there were no mages who worked specially on bestowing curses on their opponents. Now, how to make the PrC. What I have so far is that a) It's an enchanter variant, or an enchanter PrC and b) It's non-good. Maybe even evil. A hex certainly ain't a well wisher, but I don't know if any-evil is too restrictive. Now I'm right here. I have a set of what the mage should be like, but I'd like to hear opinions and ideas as well. |
| Aramar the Black01-23-06, 06:52 PM | Those who hex there opponents...I'm thinking non-good. I can see nuetral hexers. What kind of things do you have so far? When I think of hexes nowadays, I think of the warlock from CA and the numerous uncomfortable hexes out of the Harry Potter books. |
| sculyblast01-24-06, 01:47 PM | good, to get everything back in the right place I need to know some things: 1. who is in the council ( aka memberlist) 2. Who is applying for High/Zenith Archmage? 3. who are we going/ are Pmed to return to the council? 4. did you guys really think I was going to work on this actively even before Frosty pmed me it was serious. I think I'm about to start working on this all sculy, i won't be doing this on my own, I need people at my side to get this working. |
| jagggar01-24-06, 02:40 PM | I'd like to see more of a purpose of what the Council is about in the OP. It's maybe two sentances currently with three paragraphs written explaining why there aren't levels of archmagery right now. |
| Aramar the Black01-24-06, 05:25 PM | 1. I thinkit's something like this right now (both active and "lurking" members) Aramar the Black - - - Archmage of Ice Baerdith - - - Archmage of Lore Bait the Bard - - - Archmage of Sonic Energy Demonfey - - - Archmage of Fire Drake Dragonslayer - - - Archmage of Anti-Dragon magic Dyne - - - Archmage of War Frostbite Ravenheart - - - Archmage of Music and Emotions Kedi - - - Archmage of Life and Death Lady Rolindin - - - Archmage of Netherilan Magic Master of Sarcasm - - - Archmage of Creation Necrodude - - - Archmage of Pain Premier666 - - - Archmage of Black Magic Sculyblast - - - Archmage of Shadows Thasis - - - Archmage of Death Turalisj - - - Archmage of Serpents, Naga, and the like Xen155 - - - Archmage of Law Zollex/Safa Swordjackel - - - Archmage of Summoning Zombomaniac/Cazic - - - Archmage of Travel 2. I don't want to sound greedy, but were we to start the hierarchy up agin, then I would like to apply for Zenith/High archmage, whichever I may deserve. 3. I PMed Drake a while ago, but he said he can really only watch, if that; and I brought kirellegan back recently; haven't heard much from him since, but who's to say? I've got a whole list of old coucnil members; thier addresses, if I have already contacted them or not, and if so, what thier replies were. |
| Lady Rolindin01-24-06, 08:12 PM | Zenith/High archmage: this is a position we sould vote the arch mage too. I have no desires for the postion, if any other arch mage wishes too they can. the postion of Zenith/High arch mage is like the High Arch Aracna in netheril times, which was the creator of the floating cities. Mine shouls still be the same Arch Mage of Netheril magic: keeper of the Delzone Librarys. If you go back to the 2e modules from fr, it has the netheril mountains and in one of the mountains is the Dwarf tombs. the tombs of the dwarf kings and queens, and dwarf wizards, from the Netheril time peroid. you can understand the title of keeper of the Delzone libraries, the netheril and Delzone dwarfs worked together for a long time and the dwarfs did learn magic from the Netheril. who ever wants the title can be voted on to decide by the counsel, if you ask me. we need to know who wants the postion, how many to vote for. |
| Dyne01-24-06, 08:39 PM | I have a question for thee arcanely-apted folk: What the heck does Cooperative Spell (from CA) actually do? When two sorcerers cooperatively cast a spell, is the result only a single spell of higher CL and DC (even though both sorcerers had to expend a spell slot)? Or do they both get to cast their own spell, as normal (except for the bonuses)? Basically, if five spellcasters cooperatively cast fireball, is the result 5 powered up fireballs, or a single "more fiery" fireball? |
| Lady Rolindin01-24-06, 09:16 PM | Dyne I have a question for thee arcanely-apted folk: What the heck does Cooperative Spell (from CA) actually do? When two sorcerers cooperatively cast a spell, is the result only a single spell of higher CL and DC (even though both sorcerers had to expend a spell slot)? Or do they both get to cast their own spell, as normal (except for the bonuses)? Basically, if five spellcasters cooperatively cast fireball, is the result 5 powered up fireballs, or a single "more fiery" fireball? If the spell is anthing like the red wizards circle spells they use. it is a single zpell that all the wizards or sorcerers say in conjunction together, the circle spell makes they saves harder to make for a character or group, and also makes the damage larger than normal spell damage. I don't use spell groups to cast spells. hard to find groups you can trust and they need a spell leader to be in charge of the group. the red wizards have a spell group leader and they lead the spell group, manily used to help the group cause extra damage and a higher spell saving roll. I don't use them my self, too risky to try some times. things can happen to the group if done wrong, or wrong words said by some one. dyne look at the red wizards spell group casting abilities and this can tell you how the spell groups works. I don't like to use such things my self. |
| Lady Rolindin01-24-06, 09:21 PM | Dyne I have a question for thee arcanely-apted folk: What the heck does Cooperative Spell (from CA) actually do? When two sorcerers cooperatively cast a spell, is the result only a single spell of higher CL and DC (even though both sorcerers had to expend a spell slot)? Or do they both get to cast their own spell, as normal (except for the bonuses)? Basically, if five spellcasters cooperatively cast fireball, is the result 5 powered up fireballs, or a single "more fiery" fireball? If the spell is anthing like the red wizards circle spells they use. it is a single spell that all the wizards or sorcerers say in conjunction together, the circle spell makes they saves harder to make for a character or group, and also makes the damage larger than normal spell damage. I don't use spell groups to cast spells. hard to find groups you can trust and they need a spell leader to be in charge of the group. the red wizards have a spell group leader and they lead the spell group, manily used to help the group cause extra damage and a higher spell saving roll. I don't use them my self, too risky to try some times. things can happen to the group if done wrong, or wrong words said by some one. dyne look at the red wizards spell group casting abilities and this can tell you how the spell groups works. I don't like to use such things my self. the frcs or one of the other books has the red wizard feat for spell group leader, don't remember which one it is. I remember seeing the feat and it may be a general feat. can look up feat. this is manly a red wizard spell type spell casting abililty and group casting. if coperative spell is anthing like the red wizards spell ability then it makes the group spell more powerful and a higher saving throw. |
| Safa Swordjackal01-24-06, 10:11 PM | 1. Aramar's list is all that matters, IMO. Well, if you add in Aravilar. IIRC, his domain is High Elven Magic. A complete list of everyone who ever joined the Council would be pointless. There must be a couple hundred members, and of them, Aramar's list is pretty much who's left. 2. I don't want to be a high/zenith archmage. I've stated my opposition to the hierarchy, and I'm sticking to it. 3. I've lost contact with almost all of the old CoA members. I don't think I have any e-mail addresses saved. 4. Huh? Whatever you said, I trust you, Sculy. Dyne, from what I'm reading, the spellcasters all ready an action to cast the spell when the last one casts it. Then everyone casts their spells at the same time, getting the bonuses. So, there are a number of spells cast equal to the number of cooperative casters. |
| Aramar the Black01-24-06, 10:22 PM | 1. Aramar's list is all that matters, IMO. Well, if you add in Aravilar. IIRC, his domain is High Elven Magic. A complete list of everyone who ever joined the Council would be pointless. There must be a couple hundred members, and of them, Aramar's list is pretty much who's left. 3. I've lost contact with almost all of the old CoA members. I don't think I have any e-mail addresses saved. Actually, I have a complete (as of a few months ago) list of all the members that have been a part of the CoA. The number comes to around 160, I think. i even have them sorted by officaially retired, still active, and not active for agiven time periods. (2 months, 6 months, 2 years, etc.) I also have a list of all members with the links to thier profiles, which inturns allows one to e-mail or PM the person in question. |
| Lady Rolindin01-24-06, 11:13 PM | Safa Swordjackal: Dyne, from what I'm reading, the spellcasters all ready an action to cast the spell when the last one casts it. Then everyone casts their spells at the same time, getting the bonuses. So, there are a number of spells cast equal to the number of cooperative casters. this is good to know the difference between the red wizards casting the same spell and a group casting different spells. could be interesting to see the different results of the two types of spell casting. still the same type of spell system, just different kinds of spells used in the spell circle. I still don't like the red wizards spell circle group, and their effects. too much power added to single spell and spell saves. but thats the ways its written. |
| sculyblast01-25-06, 12:15 PM | Zenith/High archmage: this is a position we sould vote the arch mage too. I have no desires for the postion, if any other arch mage wishes too they can. the postion of Zenith/High arch mage is like the High Arch Aracna in netheril times, which was the creator of the floating cities. Mine shouls still be the same Arch Mage of Netheril magic: keeper of the Delzone Librarys. If you go back to the 2e modules from fr, it has the netheril mountains and in one of the mountains is the Dwarf tombs. the tombs of the dwarf kings and queens, and dwarf wizards, from the Netheril time peroid. you can understand the title of keeper of the Delzone libraries, the netheril and Delzone dwarfs worked together for a long time and the dwarfs did learn magic from the Netheril. who ever wants the title can be voted on to decide by the counsel, if you ask me. we need to know who wants the postion, how many to vote for. trust me, this is a bad Idea. not only are there really to few members for a proper vote, experience with "voting high archmages" have proven us that this is merely a popularity contest and mostly the people with big mouths who make fun of everything and thus attract most of the attention are elected, while the hard working archmages are overlooked. it's better to name someone Zenith Archmage if the benamer is certain this person will do good, it's way safer than just picking the guy with the good talks. aramar, you are wonderfull, yes I was already planning to get you on the list of the Zenith archmage. please send me your list. one question, What do we do with the former Zenith Archmage? do we just Email them that they are now disposed and we put a new archmage in their stead? sculy, yesterday I was scrolling through some old pages and I think I might get a good list of members to get back to the council. |
| Frostbite_Ravenheart01-25-06, 09:54 PM | Well im begining to think that we may be rulling out the idea of a new hierarchy. I see very little need for it, at this point at least, due to the number of members we posses and the number of possible people we could convince to join/return to us. Second, I can remeber all the different problems the CoA has suffered through involving voting and the like. Although I had my reasons for supported the vote before, I think we've all learned our lesson on that one. So with voting rulled out and it essentially means I'd be the sole person creating the hierarchy. If we were to allow old Zenith/HA to vote it will still fall on me to determine who exactly qualifies for that position and if I just choose who can vote and who can't, I would still be the sole influence behind it. So I think, as I have mentioned to a few of u over a couple of PMs, that prehaps us "oldies" should just gather together and attempt to collect as many other oldies as possible and then this united force of oldies shall come up with some crazy scheme like we always do and attempt to greatly enlarge both the size of the council and the guild house in general. Once that is completem THEN we should discuss possible options of a hierarchy forming. Last and not least, if theres one last personal reason I should avoid these hierarchy's is beacuse I dont want to be seen as the kind of idealistic leader who overthrew one thing just to become the very thing he overthrew. Anyways, -Frosty |
| sculyblast01-28-06, 06:00 PM | I don't want to sound like a jerk, but the memberlist aramar showed us is not actually the most stable list. it is composed out of three groups. 1. the Foundations addicts, the people that are in over 4 foundations, would CoA Vanish, they would pitty it but go on in another foundation just the same. 2. the old core, I.E. Kedi, ava, me, We visit for time to time but don't occupy us to much with the fate of the council as long as it's "still going on". 3. the diehard remainers, I.E. Frosty and Aramar, they work there arse of do things for the council, but sometimes oversee the things that are most important in the maintaining of the council, mostly because they suddenly got power and non of the Zenith Archmages bother explaining them what had to be done. In my Eyes we have two options. 1. We quit, Confess our defeat and meet eachother on msn/the source/the recroom. I don't think anyone is willing to sacrefice 8 more hours on a fruitless foundations with about 8 active members and 7 short time members. hence we write the final chapter of council history. leaving the memories among us. 2. We build a new Zenith archmage. have some powermechanic woven into it. the power in CoA is what people like the first Zenith Archmage attracted to it and made them fight for it. the zenith archmage will always be having an open eye on the activities of the council. we "mine" new members from the Dnd boards, hell maybe even the Magicboards for all I'm concerned and have a new glorious time of the Council of Archmages. It is up to you to choose. so choose. |
| kirellagen01-28-06, 10:03 PM | I say we do another Zenith Archmage. We shouldn't deny all the new people on the boards the opportunity to be part of the CoA, because we shut down. Let's give it our best shot. :twocents: |
| Lady Rolindin01-29-06, 03:30 AM | Zenith archmage then elect one of the memberswto the postion, one eho would like the postion. I will support the Zenith Archmage and try to get others to join the guild, the guild should not dry up and blow away with the web wind. what are the powers the zenith archmage has and the whole duites of the archmage, just would like to know what to expect fro the new leader, whom ever is choosen. This site is needed so all who want to post their spell, crations, and thier magic ideals can come here to express it. |
| Frostbite_Ravenheart01-30-06, 12:48 AM | Zenith archmage then elect one of the memberswto the postion, one eho would like the postion. I will support the Zenith Archmage and try to get others to join the guild, the guild should not dry up and blow away with the web wind. what are the powers the zenith archmage has and the whole duites of the archmage, just would like to know what to expect fro the new leader, whom ever is choosen. This site is needed so all who want to post their spell, crations, and thier magic ideals can come here to express it. Zenith Archmage isn't a position as much as it is a rank. There'd be between two and four of them I'd guess if we were to go that route. Well...if our only two options are giving up and a desperate last stand I say we just try both: We make our last stand and if that fails we'll give up forever instead of embarassing ourselves. We'll end it all with dignity and grace. Anyways Sculy, if you think you can come up with a good list go ahead and do it then PM it to me and I'll help spread the word with you. -Frosty |
| aravilar_holistacia01-30-06, 08:01 PM | So I think, as I have mentioned to a few of u over a couple of PMs, that prehaps us "oldies" should just gather together and attempt to collect as many other oldies as possible and then this united force of oldies shall come up with some crazy scheme like we always do and attempt to greatly enlarge both the size of the council and the guild house in general. If you want to have some sort of meeting like that, I'll redownload MSN. (My MSN username is viatordeorum@gmail.com.) I don't know how helpful I'll be in discussing this, but I can try. :P I think I've already spoken with Zollex on how I feel about a hierarchy, and he and I basically have the same viewpoint on it, so I won't reiterate everything he said. But I can say forget about getting Zolex, Ava and DS back. They've been dead for a very long while. Drake's still on, and so is Bait. Not dead yet. |
| Orcy The Green Wonder01-30-06, 09:19 PM | Would ya look at that? The old elf is still kickin. Orcy would have thought a strong wind woulda broken you in half by now! |
| sculyblast01-31-06, 12:47 PM | the wicked witch Aravilar is dead alive. frosty, did you receive the email I sent you? I used the page777 account. sculy |
| Frostbite_Ravenheart02-02-06, 09:37 PM | Alright, well, it seems Sculy has taken up the task of getting a small group of us together and after he figures everything out for us we'll get together and discuss the rest. Right now, my current plan as I have told Sculy, is to take charge and try to reform this council with the help of both the oldies and new guys as best as possible and then I think I'm heading for retirement. Espcially now if there are other oldies willing to take up the position once I'm gone so that I know i'm leaving it in good hands. I'm still up in the air about this whole hierarchy thing and I honestly think there are more important things to get done first. -Frosty |
| Safa Swordjackal02-05-06, 03:38 PM | Why are we talking about "If we fail..."? Failure should not be an option. Do we really need someone to have the title "Zenith Archmage" for things to get done here? I honestly don't think so. When things need to be done, people can step up to do them. The Council of Archmages should be just that--a council. In councils, leaders emerge, but they don't have titles. The other council members follow them because they respect their opinions and trust them to make good decisions. There doesn't need to be a vote, a nomination, or anything like that. It happens naturally in groups. |
| sculyblast02-06-06, 11:33 AM | according to: - the total of active members - the average posts a day - the sake of decent topics - the Council's ambition yes, we need someone to bear the title "Zenith Archmage" to get something done. sculy, the only reason I am around is because I want the council to run again, I don't even have time to get a zenith archmage title, I'm only here to pick a new zenith archmage and inform them of their duty. |
| jagggar02-06-06, 11:37 AM | And what is that duty? |
| sculyblast02-06-06, 12:56 PM | nearly everything neccesary for the council. informing them of their duty is not everything, dear jagggar, also how to do it. though do't worry, everything will be okay in a few moments |
| Aramar the Black02-06-06, 05:48 PM | I honestly think there are more important things to get done first. -Frosty Such as? |
| Frostbite_Ravenheart02-06-06, 09:13 PM | Such as? A Zenith Archmage might be a way to help advance the solutions to our problems, not be the solution itself. By simply electing one leader we will acomplish nothing. Never has this council fared well when one person does all the work. I'm not just talking about myself and AoN here, there were other individuals who at different times held alot of power and influence and they all got lazy and struggled to do things themselves. We need to answer certin questions like what we were doing in relations to the IFGW, what plans we have to attract more members to the CoA/guild house, we need to find our old purpose or invent a new one. The foundations were not made to be factions in a guild war, while many of the newer people may have been raised to believe that's what the foundations were all about the truth is that was never the original intent or purpose of the creators of the foundations and many older/retired members have a great hatrid of it. However the true purpose of the foundations have been lost among the chaos of this IFGW-Beast. One of our first acts should be to reinvent ourselves and our purpose and prehaps lead the rest of the guild house to do the same. -Frosty |
| jagggar02-06-06, 09:32 PM | and prehaps lead the rest of the guild house to do the same. Might be kinda hard to do that part. . . But heck, what is the purpose of the CoA? If it's to promote the creation and usage and such of arcane things, what does all this effort into picking a Zenith/High Whatever do to further that cause? |
| Aramar the Black02-06-06, 09:46 PM | Thank you, Frosty. The IFWG: I'm not really sure. I've forgotten why we entered. At first, I guess, it was a new thing, this place where all teh guilds might interact, and we were no different in our response. As to how things involving the IFGW and the CoA will be in the future, I cannot say. Inviting new members: Unfortunitly, I'm kinda at a loss here. The Guild House has good and bad points here; not that many people come here keeping the foundation members to a trackable and familiar amount, but then agin, not that many poeple come here, this place being kinda out of the way of some of the the more attractive, main boards. Purpose: This is where I could wax eloquent, even if the words were empty. This is the original guild. The tenets we hold or held form a basis for how the other guilds function. We were the seed. I suppose, when the CoA was establised, in the Magic/Spells D&D board, it was a way for lovers of magic to come together, avoid all the simple threads about a mechanics question, threads from those who just popped in in, and so forth. Here was a place where the members could discuss not only new new spells or magic items, but magic in general, stereotypes, innovations, and interact on a social level. Being a gathering of archmages, the talk tended to revovle around arcane magic. Look back at the last coupe of posts as I write this, it seems that we aren't too far from what we want to accomplish. In every thread there has been the occasional bout of "off-topic" discussion, involving other threads, politics, member attendence, etc.. But there have been posts dedicated mostly or souly to the revision of critique of magic items, feats, and spells. Add in some fresh, loyal members and a sub-board for the IFWG, and there we go. Easier siad than done though, likely. @ jagggar: The election of a Zenith mage may not be nessacary, and there are split feelings among the members as to that very staement. In the end, it may not matter, and thes arguments may be pointless, but I think it's an itch we just have to scratch. Puncture at will. :) |
| sculyblast02-07-06, 11:57 AM | this is pointless, in the times of the zenith archmage these kinds of discussions would have been streched out over pages of chatlog, not over pages of CouncilThread. make your decision and stick with it. this debate, or whatever it is suppost to be kills the real topics of CoA, Spells, the working of magics, little philosophy, etc. you may scream "A council is a council, everyone has an equal part in the decision." you are right, but the decisions the council is to make are about magic, and not about the way to council ought to be ruled. would any country be called efficient, if they only worried about the person sitting the throne and not about the battles, the crimes and diseases? no, and nor will the council be, for as long as we keep plaguing the discussionworth topics with political non sense. I say, decide what is to be done, apoint a zenith archmage or apoint the people that will care for the council and be done with it. Discus the bloody buisnes on msn, Aol or Email, but don't plague the council, for 4 pages with nothing but political sceme. you may email/pm me on this post, but I'll change the topic to The Council's Acadamy, what to do about it? will we make an RpG out of it, will there be a separate thread? give us your opinion sculy |
| Aramar the Black02-07-06, 05:27 PM | The Council's Acadamy, what to do about it? will we make an RpG out of it, will there be a separate thread? give us your opinion sculy Well, not wanting to draw away magical discussion from the CoA, and given the fact that it would be wierd to actually carry out lessons to fictional people, I had thought that perhaps the Academy would exist only in the presence of the IFWG. I am unsure what Abicus had in mind when he founded the place, but with the way things are going, that's what I'm thinking now. Again, I'll state then I am in favor of creating a sub-board to hold the purely IFWG threads and discussions, and this is where I think the Academy thread should probably go. For one, it serves better in such an enviorment, and it works well as a connection between the powerful council and the not-so-power common populance of Tyranor. However,there is no reason that, in addition to beiong involved in RPGs of the IFWG, it could take part in any RPGing that the council itself decides to hold. |
| jagggar02-07-06, 06:15 PM | While I do think a subforum would be the easiest way to solve our problems, I'm not sure it's the best way for the boards as a whole. Part of the reason it's taking so long to prune and why we may have so many problems is because the boards are so large (Hence, it seems to me, one of the reasons why Incarnum does not have its own forum). I'll ask, but I'm going to hold off on doing so until after the prune has hit us. |
| Safa Swordjackal02-08-06, 12:59 AM | I still don't know much about the Academy. I know it's somewhere, and it has something to do with the CoA. Could someone please explain it? I've seen the thread, but it doesn't make much sense as to how it relates to the CoA. |
| sculyblast02-09-06, 05:04 PM | I just pmed Abicus to get his point of view. hopefully he´ll post this week. sculy |
| sculyblast02-14-06, 12:22 PM | gods, I knew we had a short of members, but this strikes it, 4 posts in one week. please contact me to solve this problem. sculy, an easier topic? what's your favorite spellschool? |
| Aramar the Black02-14-06, 05:19 PM | I dunno. Given my pacifism, one would think that I would stay away from evocation, but I don't. I think abjuration and transmutation are my favorites, though. |
| Master_of_Sarcasm02-14-06, 07:11 PM | Greetings, all! Well, now, during this unusual lull, seems to be a good time for me to interject my two coppers' worth. I actually would like to ask for the Council's help polishing up a couple of spells I've been designing. Here goes (things I want specific opinions on are question marked): Mardak’s Freezing Mist Conjuration (Creation) Level: Clr 3, Drd 3, Sor/Wiz 3 (?) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft/2 levels) Effect: Cloud spreads in 20-ft. radius from origin, 20 ft. high Duration: 1 min./level Saving Throw: Fortitude halves (see text) Spell Resistance: No An icy, misty vapor arises around an origin you choose within close range. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. Additionally, the fog deals 1d8 points of cold damage per round to any creatures within it (whether they enter the fog or get caught in its range). A successful Fortitude save halves this damage. If a creature enters and leaves the fog within the same round, the creature still receives damage for being within the fog for that round. This spell does not function underwater. This spell is, in essence, obscuring mist plus cold damage. So, my first question is: Does level 3 seem appropriate? Also, should this spell function underwater or not? Since obscuring mist was my inspiration, I just left that aspect as it was, but since it's a cold spell, should it maybe work? I don't know. And my second spell: Lightning Field Evocation Level: Sor/Wiz 5 (?) Components: M, V, S Casting Time: 1 standard action Range: Personal Effect: Orb of electricity in a 10-ft. radius around the caster Duration: Concentration, up to 1 rd./level Saving Throw: None (?) Spell Resistance: Yes An orb of electricity arcs around you, shielding you from melee combat and some ranged attacks, as well as providing partial protection from electricity-based attacks. Any creature attempting to physically cross this electric barrier receives 1d6 points of electricity damage + 1 point per caster level. If a creature has spell resistance, it applies to this damage. A reach weapon long enough for the wielder to strike from beyond the 10-ft. range do not take this damage. Additionally, there is a non-cumulative 10% chance each round that the field will prevent projectiles from reaching the caster. This deflection chance applies to normal and magic arrows, bolts, and sling bullets, but not to ranged spells like magic missile. Finally, this spell provides the caster with electric resistance 5 for the spell's duration. Material Component: A small copper ball Ok. There are my efforts. Any and all comments and suggestions are welcome and appreciated. Thank you all. MoS |
| sculyblast02-16-06, 01:16 PM | very interesting spells, pitifully I've been out of the game for too long to comment on them. Someone needs to give some good comment on them, and then we need to post them in the "spells and magical Items" boards with a small linky pointing in the direction of the council. @ Frosty, when wil you start reinviting old members? sculy |
| Master_of_Sarcasm02-16-06, 05:48 PM | Sculy, give yourself some credit. So maybe you're "out of the game"; so am I. The last time I played was months ago. And the last time before that was.....about twice as long from then. I'd still trust your opinion, but, obviously I can't make you comment. So.......... ............. .............Wow, where is everyone? MoS EDIT: Hey, 200th post for the thread - how about that? :P |
| Aramar the Black02-21-06, 03:39 PM | Sorry. Nore have I played in a while. So much, in fact, that I'm almost losing interest. I'm sure it's just a phase. I'm hoping to get a game going this summer. Or sooner. About the spells. Interesting. The Freezing mist does look a little powerful; maybe lvl 4 instead. And, Sculy's got a nice idea; with posting on the other boards, etc... |
| redhase02-21-06, 04:33 PM | I'm still here and do like the spell posted by Master_of_Sarcasm, good spell. hope things get started soon. but hard to tell. |
| Master_of_Sarcasm02-21-06, 06:52 PM | Aramar: I think I may agree. Might Freezing Mist be better if it dealt d6 damage instead of d8? Other than that, what specifically do you feel makes it a bit overpowered? Also, if we do find ourselves strapped for comments, perhaps I'll post these on the Spells and Magic Items (or whatever it is) boards and get a larger audience's ideas. MoS |
| Demonfey02-21-06, 06:55 PM | *Pokes head in* Hi. |
| redhase02-21-06, 06:58 PM | Or maybe I can see you at the Blue Lizard Lounge depending on somethings. need to go back to the guild hall and prepare for somethings. |
| Aramar the Black02-21-06, 08:06 PM | MoS: Yeah, a d6 for damage might actually look much better. Probably on the upside of power, but not enough to warrant a level raise. I think that was the main issue. I don't have any books with me, nor can I access the SRD, so I can't really reference/check these against any other spells. |
| Frostbite_Ravenheart03-05-06, 02:07 AM | Hello Fellow Archmages - I'm formally resigning from my position as Leader of this foundation. I have become unfit for command, lacking both the time and motivation to be able to bring this great Council back to the position it was in back in the day. I'm Leaving Sculy as the man in charge. If he denies it or doesn't come around to accepting the title then the power falls to Kedi. If Kedi for whatever reason doesn't respond the power falls to Demonfey. Sculy, Kedi, Demonfey, I'm not asking you to take command of the council yourself, I'm leaving you in charge to designate a leader and/or a structure but you guys can designate yourself as leader if you belive you have the right qualifications of it. If none of those three decide to step up or don't step up in a reasonable amount of time I will formally bring an end to the Council of Archmages. I'd rather it fall now with only a few months of weakness than go on struggling for another year before it dies forever. This will leave the CoA as one of the greatest foundations in the history of foundations. I still am and shall forever be a member of the CoA and I will always be here to assist the CoA. Once and Archmage, always an archmage and I can't take that away from anyone no matter what I do to the actually organization itself. If a former Archmage would like to restart this foundation if it does fall than I would advise they seek the advice and council of other senior archmages before doing so. I'm warning you here and now my ghost won't tolerate the disgrace of its foundations name. Until this council need me again, -Frosty |
| Aramar the Black03-06-06, 07:44 PM | I have become unfit for command, lacking both the time and motivation to be able to bring this great Council back to the position it was in back in the day. I understand how you feel. Time seems a drying mine, these days. I still am and shall forever be a member of the CoA and I will always be here to assist the CoA. Once and Archmage, always an archmage and I can't take that away from anyone no matter what I do to the actually organization itself. Well said. If a former Archmage would like to restart this foundation if it does fall than I would advise they seek the advice and council of other senior archmages before doing so. I'm warning you here and now my ghost won't tolerate the disgrace of its foundations name. Heh, I think if anyone disgraced the Council's name, he could count on provoking the wrath of some of the most powerful and influential personas this place has ever known. |
| Frostbite_Ravenheart03-06-06, 09:20 PM | I'm happy you understand Aramar. Least I have somone who agrees with me. -Frosty |
| sculyblast03-07-06, 01:30 PM | Dear Archmages, I will not take command. in fact I am planning to close the council halls, as I lately told Aramar in a private message. for one year we have struggled to survive, asking all the available archmages to bring water to the desert. well, no more. for six pages we quarreled for change, but none of the debatants took care to make the flower bloom. If we can´t be the blooming flower, and must be the one forever cursed to stand in the shadow. let it end and spend the water and care on the flower that will bloom. Demonfrey is in command, for kedi did not appear online the last three weeks. Demonfrey, I beg you not to be oppertunistic and whenever you need my help or advice, just send me an email: Bobyourself@hotmail.com sculy, yes more beautiful words could have been spoken, words of hope, promises of live, but in the end, won't they just be words spoken in vain? |
| Lady Rolindin03-24-06, 05:16 PM | Dear Archmages, I will not take command. in fact I am planning to close the council halls, as I lately told Aramar in a private message. for one year we have struggled to survive, asking all the available archmages to bring water to the desert. well, no more. for six pages we quarreled for change, but none of the debatants took care to make the flower bloom. If we can´t be the blooming flower, and must be the one forever cursed to stand in the shadow. let it end and spend the water and care on the flower that will bloom. Demonfrey is in command, for kedi did not appear online the last three weeks. Demonfrey, I beg you not to be oppertunistic and whenever you need my help or advice, just send me an email: Bobyourself@hotmail.com sculy, yes more beautiful words could have been spoken, words of hope, promises of live, but in the end, won't they just be words spoken in vain? Scullyblast the coa need not be closed afor the up comming round, this is why. the coa is knowlwdge based guild that is neutral. We could become the teachers for wizards, warlocks, sorcerers and any who wish to learn about magoc and any lore. the coa could store all imformation that the guilds have and we could make places iin the coa library for the guilds information. the lower 7th level ecl is low yes i admit this,. but we can make the coa what it was attended to be and place where players and characters go to learn news spells and a palce wher magical knowledge is keeped at. I think of the coa as a magicl knowledge store house, wher any wizard could go and learn more spells, or sorcerer. I know the guild is netral and wil not effect the game in any way. s why can't the coa become the wizard, sorcerer, warlock collage and place of magical and lore knowledge. |
| Xen15503-26-06, 02:19 AM | Wow, so the Council of Archmages is falling apart. Well it seems to me, though I am not well versed in Council lore, that the slow poisen was delivered when it was moved to the GH. When some of the old timers look back on all the people who left the Boards you get a feeling that the CoA is slipping away. Thats understandable, but through 8 versions I doubt that an apparent blow like the one the CoA seems to have taken can fell her. I do believe that the IFGW is killing her though, perhaps it should no longer be mentioned at all. While many guilds have been created as a result of the Wars the council was around considerably longer than it, and a foundation like the Council is really unfit for something like the war. While a leader is inportant in many aspects of a Foundation, one can surely survive, albiet breifly, without one. And so I dont think the Council must be dispanded becuase a leader cant be found becuase that requires that a foundation base to much of its survival on one person, who at any time may just stop showing up! -Xen, Archmage of Law |
| sculyblast03-26-06, 01:46 PM | at this critical point we have three ( four, including my own) posts in one month . I think that says enough about the activity of the archmages. rebuilding the council would be posible, but it would take a lot of effort, a lot of effort I'm not willing to sacrifice for it. would we have started working from the beginning of the thread, I would have given it a try and the council could bloom. but seeing we spend six pages discussing the way to act, shows me that the council is a case lost. I'm sorry but I still think closing the thread is the best thing to do. sculy |
| jagggar03-26-06, 02:02 PM | Again, as an outsider looking in: Is the Council of Archmages supposed to be about arcane magic and spells and theorizing about it and such? If no, what is it about? If yes, then where is the discussion about magic and spells? What's stopping any of you from starting it up again? |
| turalisj03-26-06, 03:25 PM | Ok, inorder to get the council back up, I suggest we try and rally for the spell compendium being allowed. |
| Lady Rolindin03-26-06, 05:33 PM | at this critical point we have three ( four, including my own) posts in one month . I think that says enough about the activity of the archmages. rebuilding the council would be posible, but it would take a lot of effort, a lot of effort I'm not willing to sacrifice for it. would we have started working from the beginning of the thread, I would have given it a try and the council could bloom. but seeing we spend six pages discussing the way to act, shows me that the council is a case lost. I'm sorry but I still think closing the thread is the best thing to do. sculy We need and could be an influance on the wizards, sorcerers, warlocks, to help train them for their next levels. We can also set up a school to train warzards, sorcerers, warlocks here at the coa, that way they coould be trained propertly and not by a local wizard in higher spells and spell knowledge. the local wizard could traing the candaite and give them a recamadation to the coa collage. the ethread should not be closed and should be there for the rest of the world, ther is no need to start a new thread, lets use this one and keep it alive. it will be slow posting and such but will be worth the efffert for the characters and any wizard,sorcerer, warlock we train. as for spell ideals i was thinking about this an impresionment globe. something like a cube of imprensment. |
| turalisj03-26-06, 07:03 PM | How about this, every arcane caster has to register with the CoA. Any unregistered spellcaster gets hunted down and 1) Killed Or 2) Captured Ok, so it's not that great of an idea.... |
| Frostbite_Ravenheart03-26-06, 09:18 PM | How about this, every arcane caster has to register with the CoA. Any unregistered spellcaster gets hunted down and 1) Killed Or 2) Captured Ok, so it's not that great of an idea.... Catch-22...The solution to a lack of power cannot be solved by a answer requiring tremendous power. If we got the Important people of the IFGW to go with that then we'd quickly go from being a near-dead foundation to being the superpower that it once was. Just to bring up old memories in the first IFGW: -The CoA had more people than anyone -The CoA had the most veteran people -The CoA held the most alliances with the most powerful guilds -Among other things the leader of the CoA Also happend to be: 1) A Judge 2) A God 3) The king of the realm... Booya. -Frosty |
| Lady Rolindin03-26-06, 10:05 PM | Frostbite_Ravenheart the coa has different aligments in it now from good to evil, that to me is the reason why we can't agree but to be neutral. I di suggest that the coa be a place where the wizards, warlocks, sorcerers recieve their training, this is because of the different aligments in the guild. we have evil wizards, good wizards and other aligments here now. the coa can help the game and stay active by helping to traine the lower wizards, sorcerers, warlocks, and if the reach new levels then give them the training they need. the coa can help this site in many ways, since we have so mant diffferent aligments it would be hard for the guild to get envolved on one side or the other. like before thw wizards or sorcerers have a choice to do this by themselves, but as a guild and with the lower ecl (7th level now) it would be hard to keep the guild alive. we can by becoming a wizard, sorcerer, warlock training guild or colledge,we can help to train the new wizards, sorcerers, warlock and be the keepers of knowledge at the same time. since our 15 level or higher ecl characters can't enfluance the game of the 7th level ecl characters. we need the coa to be a balance of the guilds and the knowledge guild and the magic research guild. edit I will also add we are the most powerful guild on this board, if the characters were allowed to still play. We would hold most of the power. But we can't enfluance the game, but we can help in other ways thought. |
| Lady Rolindin03-26-06, 10:22 PM | the guild that holds most of the magical knowledge holds more power than the other guilds. all other guilds would have to come to us to be trained, and learn spells, learn how to make magical items, do spell research and so on. coming in at 7th ecl would make the guild weaker in a lot of ways, so we have to become something more and use the knowledge we have to help both evil and good. we as a guild should not let all this knowledge go to waist by letting all of it just die with the guild. the guild can live on but not in the way we espect, but by becoming the guild of knowledge. that way the guild servers a purpose. |
| turalisj03-26-06, 10:31 PM | *cracks open spell compendium* heheh. Let's see, which spells should I use.... I think the CoA should have a library with every spell made currently and it be open for the CoA members. |
| Lady Rolindin03-27-06, 12:07 AM | we all should have access to all spells magical devices from every guild that has made them. since that is the only way the guild will survive, is to become the guild of all knowledge storage. witch book do you want there are many, the one you chose is a good book. The counsel of Archmages Library http://boards1.wizards.com/showthread.php?t=226368 Council Library Verson 2.0 http://boards1.wizards.com/showthread.php?t=269101 The counsel of Archmages Library 3.0 http://boards1.wizards.com/showthread.php?t=328077 here the link to the library 4, witch has links to the library also 1, 2, and 3 http://boards1.wizards.com/showthread.php?t=450096 Half-Elven Foundation http://boards1.wizards.com/showthread.php?t=44871 Guild of Pure Good: Revised Edition http://boards1.wizards.com/showthread.php?t=486151 The seafarer's Guild http://boards1.wizards.com/showthread.php?t=397037 The warlock circle II http://boards1.wizards.com/showthread.php?t=466915 UNHOLY DESPOILERS: GOUE Outpost http://boards1.wizards.com/showthread.php?t=533255 the DMF Artifact corner v1.5 http://boards1.wizards.com/showthread.php?t=342439 Materials Review & aproval thread http://boards1.wizards.com/showthread.php?t=463175 if we are to become the guild of all stored knowledge we have to start somwhere, and that is one part of how the guild will survive. |
| Lady Rolindin03-27-06, 06:30 PM | SliverStarfire Moonbow Evocation Level: wiz/ sor5, clr 5, rgr 4, components: V ,S, Df Casting time: 1 action Range: o ft. duration: 1 round/ level saving throw: NOne spell resistance: no this spell creates bow only the caster can use. the bow has all the attributes of a shortbow or long bow, as chosen by the caster during the casting . a thin beam of silverstarfire light serves as the bow sring, and when it is drawn back a shimmering, silver arrow made of postive energy appears(sliver star Fire). when the bow is fired, a stream of sliver star fire light trails each shaft as it flies along its path. the bow can fire a maximmum of two arrows per round, and a successful ranged attack is required to hit the target. the effects of a successful hit vary according to the type of target. dispels magic darkness of 4th level or lower deals 1d8 damage/ 2 levels to living creayures. deals 1d8 damage/level to undead or lycanthropes. the arrows does double damage to any creature form a negative plane. if the caster releases the bow for any reason, it fades into a cloud of luminescence that dances for 1d4=1 rounds and then vanishes into nothingness. Hunting Scrying Hawk Conjuration/summoning level: sor/wiz 4 components: V, S, M Duration: Permanent untill finds some one scrying you Casting time: 1 rd Area: 10 ftx 10/level saving throw: special When this spell is cast, a magical invisible forces is brought into being in the air near the caster. this force the scrying hunting hawk will wait untill scrying is attempted on anyone in the area of effect. The scrying hunting hawk will then strike the scrying will then strike instantly, racing down the mystical magic line of the scrying in one segment. this will automatically shut down the scrying completely for one full day, if an item is used. in addition to ending the actual scrying, the scrying huntiung hawk will also deliver damage to the scryer when itreaches him or her. the scryer must save vs. spell at -5 or take 1d6 hit points of damage per level of the caster; if they make their magic save then the scryer will take half damage the limit is 15d6 damage. success indicates that scrying was done by a device, spell, or psionic ability. the scrying hawk will attack the first scrying attempt within the area of effect, any further attempts will function normally. the hawk can not be attacked physically, but it can be dispelled normally while it is waiting. the material component is atiny crystal bead, and a feather from a bird of prey, which are consumed by the spell when cast. eleven traveling magic book box You see a box 1 foot by 1 foot with no hinges or lid, light blueish with elven ruins on it. if you can figure out the activation word , you will find the box opens into and their are some books inside on small shelves. if you reach inside and take out abook you wil find the writing is elvish not common elvish but another dilect of elvish. the book become full size as you pull it off the small shelf, as you look back at the open box you notice that their is room for more books, alot more. the box can hold 500 books of the of your choice. 250 books per side, no matter the size of the book. a small traveling box elven wizard use to carry their magic library with them. staff of the wizard guardians You hold a staff, half way from the middle are 2 rings made of gems 1/2 inch thick each gem ring. the gem rings are 1 inch apart, the first is a ring made of ruby, the second ring is made from some kind of blueish-green gems. if you know the actavation word , you would be able to do this. the staff can turn in to two elven long swords +3, and they absorb 2 spells each. the swords also have the ability to cast chain lighting each sword. when you hold the swords pummels together and say the actavation word the swords turn into the staff again. the staff is elven wizard guardian staff. Ring of flexable armor You hold a ring in your hand that has elvish inscription on the inside, made of a goldish materal. when you say the actavation word aromor sourounds your body, the armor is a full suit of armor. The armor weight 1 pound and is flexabile and moves with your body, they armor has magic resistance of +15. the armor will allow you to travel into voids with out air, for 12 hours. the armor takes 75 hit point of damage before it disappears and you take damage. it's called a ring of armor. |
| Aramar the Black03-27-06, 07:43 PM | So, would the Council then be like a huge NPC organiztion (in the IFGW), with the exception that there actually a lot of us here? It seems that, if done a certain way; the CoA becomes a giant, nuetral, DM guild, almost. I suppose, unless we wanted to keep things to one thread, I could open up Conscientia agin, to give the schooling effect; or we could just work out the rules for how having the CoA in the "backround" effects the reast of the "active" guilds. ABout a spell collection; rather than a thread; I had been working on a small website which compiled the creation of teh CoA. Should anyone tink of ways to expand the Library, feel free to suggest. Mind; the library isn't fully complete yet, and a couple months out-of-date. CoA Library (http://www.freewebs.com/aramar666/) Now, somebody correct me, and bring me up to date. |
| Lady Rolindin03-27-06, 08:07 PM | I believe that we should encloude all the past guilds that are gone or not active and add them to our library. in this way, make an part and says the half-elf guild, then post all spells, magic items and skills, faets, classes. do this for every guild, give them their own sub heading with credit to the inventors and guild from. if you need help let me know i think the coa should be part of the knowledge information loop and not let any get lost. no knowldge should be lost to the thread being ereased which will happen sooner or later. |
| Aramar the Black03-27-06, 09:32 PM | if you need help let me know i think the coa should be part of the knowledge information loop and not let any get lost. no knowldge should be lost to the thread being ereased which will happen sooner or later. Don't worry. I downleaded this very thread last week, and I've got the previous six council threads, the libraries, and a few otehr threads all downloaded. I am also subscribed to the Elven Foundation, DM foundation, and a few of teh other foundations. |
| Lady Rolindin03-27-06, 10:03 PM | are you going through page by page and finding all the spells, magic items, classes, feats, skills and any thing else that we can use and how about at the forrest guild and saving the items there also. amamar I went through the gouild of good and the dmg and copied all their items and pasted it to the libary thread 4, every spell and item, feat, left out all the talk. it's listed by guild. |
| Aramar the Black03-27-06, 11:01 PM | Yes, I went through all but the first thread of the CoA (deleted forever) and all that I found should have been compiled in the Library. The Forest Dwellers FOundation has little to go through. I thin you for finding the creaion from other guilds. I shall get around to archiving it when I have the chance. |
| Lady Rolindin03-28-06, 12:43 AM | your welcome, i plan to go through the half-elven guild from the very first page and post and do the same. that will take a few days to gather all the information. It's hard to believe that i forgot i posted on both the guilds also. I found things I forgot about. I know I have things at the hef also somewhere in amonst all those talk boxes. I wanted to do all the guilds this way so we have a record of spells, items, feats, skills, and everthing else so players can look them up with out having to look at every page and every box. a http is good to go to the site but not to find everything that is none talk that was posted. I will work on the hef next or maybe the purple knights of coymer I posted some things there also, I remember. I would like to put the things once I have gone over them again from the forrest guild, here in this library if any thing happens to the forrest guild. |
| Lady Rolindin04-01-06, 02:55 AM | I made a list of the guilds so far I have put on the counsel of archmages library 4.0 so far. list: order of guilds their magical and lore knowledge page 2 DMF Artifact Conner DMF Artifact Corner v 1.5 Guild of Pure Good: Revised Edition the Lizardfolk foundation Guild; Making of magic Spells page 3 Casters of the Arcane Foundation the Seafarer's guild Ninja Clan Foundation Half Drow Foundation The Forrest Dewlers Foundation Children of the Planes The counsel of Archmages Library 1 Council of Archmages Library Version 2.0 The Counsel of Archmages Library 3.0 Harper Foundation The Dwarf Foundation (1) The Purple Dragons of Coyrmer Guilf of Ultimate Evil Materials review And approval thread page 4 Ghashmal Keep: Stronghold of the Knights Von Dracha Stormhand Federation The Guild of Ultimate Evil: Revised The Guild of Ultimate Evil: Revolution The Blackstar Syndicate Risen Dead Founation Half Elven Foundation Temple of the Damned Guild of Ultimate Evil: Incarnate Order of the Awakened Fists Conscientia, Academy of Magic Guild of Pure Good The Gnoll and Flind Foundation Weapons and Armor Smith Guild UNHOLY DESPOILERS: GoUE Outpost the Psionics Foundation page 5 the Psionics Foundation Elf Foundation Elf foundation 2 High Magic foundation- Reloaded M:Tg Compendium foundation The Rising Flame foundation The Socity of Cards The Dwarf Foundation (2) The Shadow's Breath and Blade The Shadow's Breath and Blade (2nd Generation) Shadow's Breath and Blade Reincarnated Norse World Foundation Tauric Races foundation Drow Foundation: Races Chapter All Races Foundation The Prismatic Foundation Swordpoint Military Academy Elf Foundation Redux- 3rd Edition Pyromantacs Anonymous The Shinobi Clan The Divine Magics Guild The New Human Fondation The Familiar Foundation Citadel of the Hopeless The Foundation of Terrifying Abominations Arcane Deception: a Foundation for the Illusory Arts Pgae 6 Gnome foundation Dragon Foundation Dragon Foundation Reloaded Practicers of Necromantic Arts CASKET (A socerer colitation) The Foundation for Those With No where Else To Go The Forrest Dewlers Foundation- Reborn Asphyxion's Guild of Hellish Horrors |
| thasis04-01-06, 03:02 AM | Anything going on at this guild at the time? |
| Lady Rolindin04-01-06, 03:29 AM | information gathering of all the guilds lost lore and magical things, spells,items and other items. so we know what information is from waht guild and where to find it, with out all the talk boxes. just look up the page number and you can look at the guild and their information instead of going though the entire guild pages. |
| thasis04-01-06, 03:16 PM | Mmm... that's a realy good idea. Three thumbs up. |
| redhase04-01-06, 10:07 PM | that is a good ideal lr, and we do need more people to have their wizards here. it would be kind of hard to have the coa counsel all 7th ecl. woukd not work out too well for the guild. |
| Kobold_Ur_Priest04-01-06, 11:17 PM | Kobold_Ur_Priest (aka Priest or Asphyxion), Archmage of Hellish Horrors |
| Lady Rolindin04-02-06, 08:15 PM | Kobold_Ur_Priest (aka Priest or Asphyxion), Archmage of Hellish Horrors L Kobold Ur priest the only thing they worry about in the coa is the fields of magic. This is a exsamlpe. when my dwarfmage first jion their was another arch amge by the title of Netheril magic. my differance was that my dwavern arch mage is the keeper of the Delzone Libray, and Netheril magic in certain fields. here's the list of coa arch mages. Anglar--Archmage of Use of Magic for Nonmagical Outcomes Aramar the Black--Archmage of Ice Baerdith--Archmage of Lore (Arcane, Ancient, or otherwise) Bait the Bard--Archmage of Sonic Energy ChaosEvoker--Archmage of Chaos Demonfey--Archmage of Fire Demon Lightfoot--Archmage of Demonology and Diabolism Dyne-- Archmage of War Frostbite_Ravenheart--Lorewarden and Archmage of Music and Emotions Gurgetar (user: Orcy)--Archmage of the Mind He Who Shall Not Be Named--Archmage of the Uttercold Kedi--Archmage of Life and Death Kirstar--Archmage of Metamagic Lady Rolindin--Archmage of Netherilan Magic: {Keeper of the Delzone Library} Law--Archmage of Research Legions of the Unknown--Archmage of Conjuration Master_of_Sarcasm--Archmage of Creation Myrdinn--Lord of Cerebremancy Necrodude16--Archmage of Pain premier666--Archmage of Black Magic Raven Dark--Archmage of Debilitation Magic Redhase--Archmage of the Red Mist Sculyblast--Archmage of Shadows Silvanus--Archmage of Machiavellian Maneuvers Solmund--Archmage of Phantasm/Illusion Swedish Viking--Archmage of Grandiose but Weird Creations Thasis--Archmage of Death Turalisj--Archmage of Serpents, Naga, and the like Von Crown--Archmage of Undeath Xen155--Archmage of Law Asphyxion-- Archmage of Hellish Horrors. here's your closest arch mage, weither their active or not. Demon Lightfoot--Archmage of Demonology and Diabolism since your a specality arch wizard, you should be fine. Asphyxion, Archmage of Hellish Horrors let me be the frist to give you a welcome then Asphyxion Archmage of Hellish Horrors. your arch mage is close to Demon Lightfoot, but you specilize in a field where Demon Light foot claims the whole field which is hard thing to do. I can say that specalation in a field is good thing, and seperates you from Demon Lightfoot. if his wizards comes back then the two of you will have something to compare. Welcome then Asphyxion Archmage of Hellish Horrors |
| Kobold_Ur_Priest04-02-06, 08:51 PM | works for me. thanks for the welcome |
| Lady Rolindin04-03-06, 12:21 AM | your welcome Asphyxion you can go set up an area or take over one of the others who have left it seems. Please try to keep your undead creations in your area is all I ask. maybe you and demonfey, thasis, or redhase could be in the same area so you can work on things together. you can post your creations on this thread and then they can be out in the library. or send them to Amarmar The Black. What I was thinking of doing Amamar The Black is making a skist of all people ho posted things for the guilds and make a list. this would be a referance guild to everthing in all the guilds. something like this, for a to z. person name spells (name of spell, guild, page number) magic creations ( name of creation, guild, page number) classes (name of class, guild, page number) lore (this is to enclude redhase's slave chart to silmariens half elven tales, stories and any thing not magical.) I did not like the way dyne did the last chart of people with who did the most and lest. A chart posted by name a to z and total for each person will be by their name. |
| redhase04-08-06, 05:09 AM | these can be added the library. Poison Focus general (non Drow) Prerequisite: skill focus in Knowlwdge alchemy (poisons)10 ranks You have to drink your poisons you make to get the +1 intellange bonus for that day(drinking all 4 will not give you a +4, but only a+1 for all, or even just 1 poison), but other wise you are immune to poisons for this feat 4 total poisons: you make. your ability to focus the harmful effects of poison into absolute clararity of thought are approaching supernatural levels. makes you immune to the poisons you chose to use this skill on. drinking the poisons (4 for this feat) adds a plus +1 to your intellagence for one day. Improved Poison Focus general (non drow) Prerequisite: skill focus in knowledge alchemy (poisons) 15 ranks you have the ability to drink your own poisons you make to get the +2 to intellanges bonus for that day, but other wise you are immune to 8 poison you can make. Your ability to focus the harmful effects of poison into absolute clarity of thought are approaching supernatural levels. Makes you immune to the poison you chose to use this skill on. drinking the poisons (8 for this feat, and only a +2 for drinking all 8 poisons. No matter if you only drink one poison for that day) add a +2 to your intellagence for one day. feats are made for general use for nondrow, the orginal feats are drow feats. |
| Eglentyne04-08-06, 09:56 PM | can i jion then. |
| Frostbite_Ravenheart04-09-06, 02:29 PM | can i jion then. Yes, you may. However u need a title such as Archmage of X. X being an element related to you. Look at our list of people to form an idea. The only restrictions are that you cannot have the same title as another member and you can't have an all-powerfull or race-related magic IE: (Archmage of Dragons or Archmage of Elves.) -Frosty |
| redhase04-09-06, 09:38 PM | Red Skull Bracers The Bracers of Necromancer Description: these bracers are made of copper and have a red skull on both bracers, one red skull for each bracers. The bracers have to work as a pair item to work, if you lose on the other wont work. the powers of the bracers are this: the Bracers of Red Necromancer allows you to create undead, and to use to red Mist spell (acid fog and Disintegrate) to kill groups, so you can make undead from your victims ( 8 charges per spell's). Craft wounderous item: create Undead spell, Red Mist* spell: costs 3,500gp, exp 250 Black Skull Bracers Bracers of Necromancer description: these bracers are a pair item and if you lose one the other won't work (their linked together). The bracers are made of siver and have a black skull on each bracer. The eyes on the skulls glow a faint red color. abilities: The Black Bracers of Necromancer have the following powers. they give you a +2 magic protection, also the bracers have the shadow disk spell , anti magic spell and Red Mist* spell: along with create undead spell (8 charges per spell). Craft wounderous item: protection +2, *shadow disks, red mist, create undead. costs: 10,500gp exp 360. * these are my spells I have posted in the coa, shadow disk are made of shadow metal from the shadow rock from the shadow plane. the shadow metal by passes all magical shilds, from a postive plane. such as the plane on this world. * I've had this discon before on the fr boards, over these's, my anti magic arrows. it is agreed that any rock made into a metal from a negative shadow plane is a anti magic for magical sheilds. goes right throught them and hits them with out being stopped by a magic shield. that's why I have shadow disks and shadow spears, their made from rocks from the shadow plane and forged into one small disk or small spear for the spells. here's the orginal anti magic arrow or shadow arrrows Anti-Magic Arrows These arrows are designed to combat powerful Weave magic users. To this end, they have several powers. These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, he forgets one spell or loses one spell/day of the highest level he knows, selected randomly. There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have no effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat. These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time. Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, feeblemind or touch of idiocy; Price 10,000 gp Now these things are very hard for a wizard to defend against, since most of a wizard's AC comes from spells and magic items. A cleric would do better against it, but not by all that much. However, losing a single spell per hit isn't all that horrible; only large (and expensive) volleys are a serious threat to a high-level spellcaster .Poison Focus general (non Drow) Prerequisite: skill focus in Knowlwdge alchemy (poisons)10 ranks You have to drink your poisons you make to get the +1 intellange bonus for that day(drinking all 4 will not give you a +4, but only a+1 for all, or even just 1 poison), but other wise you are immune to poisons for this feat 4 total poisons: you make. your ability to focus the harmful effects of poison into absolute clararity of thought are approaching supernatural levels. makes you immune to the poisons you chose to use this skill on. drinking the poisons (4 for this feat) adds a plus +1 to your intellagence for one day. Improved Poison Focus general (non drow) Prerequisite: skill focus in knowledge alchemy (poisons) 15 ranks you have the ability to drink your own poisons you make to get the +2 to intellanges bonus for that day, but other wise you are immune to 8 poison you can make. Your ability to focus the harmful effects of poison into absolute clarity of thought are approaching supernatural levels. Makes you immune to the poison you chose to use this skill on. drinking the poisons (8 for this feat, and only a +2 for drinking all 8 poisons. No matter if you only drink one poison for that day) add a +2 to your intellagence for one day. feats are made for general use for nondrow, the orginal feats are drow feats. Trip wire Conjuration Level: Sor/Wiz 1, assn 1 Casting time: 1 round Range: touch Duration: 1 minute per caster level Saving throw: none Spell resistance: none This spell allows a assasin or wizard to touch one side of a alley or between two solid objects (non moveable) no more 15 feet apart. the spell creats a invisabile wire that takes an strength check of 25 to break. The wire when the caster touches one side of a solid object goes arcoss to the other side and connects to the other fixed object: thus making the trip wire. the wire can be seen by a seen by a see invisibilty spell or item, an dispell magic will dispell the trip wire (the wire gets a sr save at the casters level). the spell component is a thin one inch piece of string worth 1 sliver. Feat controll body this feat allow a psionist to control the motor part of the brain that controls their arms and legs movment. By using this feat the psionist can control the targets arms and legs. The psionist can also make the target walk away from them or come closer while controlling thier arms not to move. Power points to use this feat are 1 power points, along with the control body ability. the target gets a will save at -4. psionics ability controll body control: effects mind motor control center level: psions5, wilder 6 power points: 8 range; line of sight Duration: 1 round for every 2 levels, concentration power resistance: yes will save: yes at -4 this skill when taken with the control body feat allows a psioncist to controll a targets arms and legs, by taking over the motoer controll area of the brain. the psionist can have the target do as they want their arms or legs to move. The target gets a will save at -4 not to have their body parts( arms and legs) controlled by the psioncist mind power. Ring of Valx THe Ring of Valx has the control body input into the ring, the ring has 6 charges that can be used. The Ring of Valx control body has the same psnionist skill as control body, and when the actavation word is said the weilder can use one charge on a victum. cost to make the ring is 8,500gp. The Drusila Lust Demon Medium Demon Hit Dice: 7d8 + 16 (57 HP) Initiative: +3 Speed: 30 ft. (6 squares), fly 50 ft. (good) Armour Class: 22 (+3 Dex, +9 Natural) Base Attack & Grapple: +6/+10 Attacks: x2 Claws +3 Damage: x2 Claws 1d6+3, 1d8+3 Space/Reach: 5ft/5ft Special Attacks: Secret Toxin, spell-like abilities, summon demons Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft, tongues. Saves: Fort +6, Ref +6, Will +7 Abilities: Str 17, Dex 16, Con 15, Int 18, Wis 17, Cha 25 Skills: Bluff +19, Concentration +10, Diplomacy +12, knowledge planes +17 (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +3 (+5 with bindings), Spellcraft +10 Feats: Alartness, Dodge, Mobility, Persuasive Environment: Any chaotic evil-aligned plane or any plane Organization: Solitary Challenge Rating: 7 Treasure: Indivual Alignment: Chaotic Evil Advancement: By Class Level Adjustment: + 7 Dursila are 5' 6" tall and weighs 120pounds, thier natural form is this. The Dursila natural skin tone is redish and have the sex female look, and are well built. Thier natural hands have sharp claws and dark redish hair. they dress sedulity and like to have their features noticed. Combat Drusila are not natural warriors. They flee combat whenever they can: their natural lovers rather than fighters, they pefer to lure you away to a safe palce of their choosing. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another: fighting over them. Drusila use their polymorph ability to assume human form, and can maintain this deception indefinitely. Drusila will come back and become the person you lust for after your frist encounter with them. Their preferred tactic when dealing with a mortal is to become your friend (of the oppsite sex) you lust after and create an opportunity to be alone with you, then the Drusila will use their secret toxins ability while you make love to them. A Dursila’s natural weapons is their sharp claws, as well as any weapons they wield, they are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Once you are knocked out by the toxin the Drusila will teleport you to their lair in the abbys or one of the levels of the Nine Hells. If you are still awake but can't move becouse of the toxin, they will tie you up and take you back with them to their lair. Drusila Once they get tired of you will sell you off to another demon, or trade you for something they desire. Most of the time the trade the mortal's off into slavery, to become breaders (if your a female) or slave labor (if your a male). Drusila and the Succubus work together to trap men so they can both benift from each others abilities, the succubus with her abitlites to lure men away and the Drusila who find men who lust after their female friends they know or have seceret desires for. Spell-Like Abilities: At Will - Teleport, Creat illusion (can copy any style of cloths), plymorph, Read Thoughts, know Desires (as the spell, at 14 level caster). Secret Toxin. The toxin the Dursila secret while you are having fun with them will make you unconscious in 1d4 rounds, poison save at -6 Summon Demon (Sp): Once per day a Dursilas can attempt to summon 2 Vrock's and a Succubus with a 70% chance of success. This ability is the equivalent of a 3rd-level spell Tongues (Su): A Dursila has the permanent tongues ability (as the spell, caster level 13th). Drusila usually communicate verbaly and use their body to attract mortals. Skills: Drusila have a +9 racial bonus on Listen and Spot checks. *While using her polymorph ability, a Drusila recieves a +10 circumstance bonus on Disguise checks. Lust Hunter Undead Female Medium Undead Hit Dice: 7d8 + 16 (57 HP) Initiative: +3 Speed: 30ft Armour Class: 21 (+3 Dex, +9 Natural) Base Attack/Grapple: +4/+7 Attacks: x2 Claws +3, Damage: x2 Claws 1d6+3, Space/Reach: 5ft/5ft Special Attacks: Secret Toxin, spell-like abilities Special Qualities: Fast Healing 3, teleport, read toughts, seceret disires(as spell), create illusion, polmorph, eater from within (as spell), tongues. Saves: Fort +5, Ref +5, Will +6 Abilities: Str 17, Dex 16, Con 15, Int 18, Wis 17, Cha 25 Skills: Bluff +19, Concentration +10, Diplomacy +12, knowledge local +17, Escape Artist +10, Hide +10, Intimidate +19, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), , Spellcraft +10 Feats: Alertness, Dodge, Mobility, Persuasive Environment: Any Land Organization: Indivual Challenge Rating: 7 Treasure: - Indivual Alignment: Chaotic Evil Advancement: By Character Class Level Adjustment: - Lust Hunters are created when a tortured soul of a women, who in life was killed by a jelous man or lover, they return to their body. Lust Hunters are filled with a ever burning rage for revenge, for they seek to kill the jelous lover or man. They seek to kill men with lust on their minds by using their polymorph ability, read thought ability, their illusion ability and their know secreret desers ability. Lust Hunters are 5' 2 to 5' 6" accourding to how tall they were in life. Their weight averages from 98 pounds to 115 pounds. The Lust Hunters still retain their good looks and femine attribute's, thier chrisma increase after being turned into a Lust Hunter. Lust Hunters like to wear provocative clothing to attract men. The Lust Hunter illusion ability can make them appear to wear any style of clothing they get from the victims memories. The Lust Hunter skin turns as hard as a demons and yet still femine soft to the touch. Combat The Lust Hunter will use her polymorph ability to assume any form, and can maintain this deception indefinitely. The Lust Hunter will come back and become the person you lust for after the most after your frist encounter with them. They become your friend that you lust after (female), encourgaing them. Then they will create an opportunity to be alone with you, the Lust Hunter will use their secret toxins ability while you make love to them. This toxin will make men pass out or become parolized, the saving throw for the toxin is at -8 vrs poison. The Lust Hunter has no bad smell for being undead, they smell like fresh roses all the time. If the toxin does not work the Lust Hunter can use their eater from with ability to kill the man. The Lust Hunter have been know to teleport men away to their lair and kill them their, if they don't kill them there and teleport away first. The Lust Hunters will align them selves with any evil powerful wizards or sorcerers to help them if they get something in return. Spell-Like Abilities: At Will - Teleport, Polymorph, detect thoughts, Know desires, create Illusion, Eater From Within, all at a 14 level wizard. Secret Toxin. The toxin the Lust Hunter secret while you are having fun with them will make you unconscious in 1d4 rounds, poison save at -8 Tongues (Su): A Lust Hunter has the permanent tongues ability (as the spell, caster level 14th). Lust Humters usually communication through their verbal skill and use their body to attract men. Skills: Lust Hunters have a +9 racial bonus on Listen and Spot checks. While using her polymorph ability, a Lust Hunter recieves a +10 circumstance bonus on Disguise checks. |
| Lady Rolindin04-09-06, 11:25 PM | first I would like to say welcome Eglentyne! choose any magic field you think your wizard specilizes in. the second thing on my mind is this: this thread should keep going on since there are a few more old coa threads. we should not stop and recreate a new thread every time, just keep using this one like silmarain did at the hef. this is an good exsample because the hef from going throught the thread keep changing and they keep up with the changes. we can as a guild put up a list of all active wizards at the guild from time to time. the library (who Aramar the Black) is keeping up with can add the new items once I get through posting all the guilds on the library thread. We can have the new magic items posted at the end of the guilds. I see no reason to start a new thread for these reasons, and we can still use this one. For me there are too many dead coa threads in the back log of thread historys. we need to keep this one going. all of need to post our items till they can be posted on the library thread, and then post them here so we can let the others see them. I going to look at the creations that has been posted now so far. |
| Eglentyne04-10-06, 12:31 AM | Frostbite_Ravenheart Quote: Originally Posted by Eglentyne can i jion then. Yes, you may. However u need a title such as Archmage of X. X being an element related to you. Look at our list of people to form an idea. The only restrictions are that you cannot have the same title as another member and you can't have an all-powerfull or race-related magic IE: (Archmage of Dragons or Archmage of Elves.) Anglar--Archmage of Use of Magic for Nonmagical Outcomes Aramar the Black--Archmage of Ice Asphyxion-- Archmage of Hellish Horrors Baerdith--Archmage of Lore (Arcane, Ancient, or otherwise) Bait the Bard--Archmage of Sonic Energy ChaosEvoker--Archmage of Chaos Demonfey--Archmage of Fire Demon Lightfoot--Archmage of Demonology and Diabolism Dyne-- Archmage of War Frostbite_Ravenheart--Lorewarden and Archmage of Music and Emotions Gurgetar (user: Orcy)--Archmage of the Mind He Who Shall Not Be Named--Archmage of the Uttercold Kedi--Archmage of Life and Death Kirstar--Archmage of Metamagic Lady Rolindin--Archmage of Netherilan Magic: {Keeper of the Delzone Library} Law--Archmage of Research Legions of the Unknown--Archmage of Conjuration Master_of_Sarcasm--Archmage of Creation Myrdinn--Lord of Cerebremancy Necrodude16--Archmage of Pain Premier666--Archmage of Black Magic Raven Dark--Archmage of Debilitation Magic RedHase--Archmage of the Red Mist Sculyblast--Archmage of Shadows Silvanus--Archmage of Machiavellian Maneuvers Solmund--Archmage of Phantasm/Illusion Swedish Viking--Archmage of Grandiose but Weird Creations Thasis--Archmage of Death Turalisj--Archmage of Serpents, Naga, and the like Von Crown--Archmage of Undeath Xen155--Archmage of Law I see no arcmage for weapons. How about Archmage of Bow Magic or Arcmage of Gem Magic |
| Lady Rolindin04-10-06, 04:30 PM | Eglentyne I see no arcmage for weapons. How about Archmage of Bow Magic or Arcmage of Gem Magic If you become the archmage of gem magic, and you need some advice on gem magic I and others can help you in these areas. I have a prc Gem Lore Master class I made. If you need help in this area just ask. which ever area you chose is fine. |
| Aramar the Black04-10-06, 09:52 PM | Archmage of Gem Magic would be interesting. i dont't recall, off teh top of my head, a previous Gem archmage. But yes, there are many different rules concerning gem magic, from a variety of sources. @Lady Rolindin: Often, we start a new thread when the current one hits a high number of pages, or when we feel that the current thread has ha it's share of obsoleteness, older, missing members, and the usual political debate. Given that I'm seeing an influx of faces here (Just dandy to see you all!), this thread could go any way. @redhase: Interesting. The Control Body feat seems poorly worded and overpowered. I'll go find those previous spells of yours, and then I can say something about your braces, which look powerful to start with. How do the Lust demons interact and rlate to The Succubi? |
| Lady Rolindin04-10-06, 10:21 PM | yes do become the archmage of gem Magic since we never had one here. or the archmage of bow magic. I like the gem magic archmage though. Amamar the Black I'll have a look at the thing reHase poosted latter on, if this thread is to kepp going maybe we should keep it and that way allow the older members to post when they visite. if you could wait for me to finish with the guilds then we could start on th enext thread box. with something like this, spells, magic items, feats, skills, classes; just nake 5 to 10 boxes and reserve them for those areas. that way the items posted on the coa thread could be posted by person and by item. say like spells make a list from a to z and save 5 to 10 boxes and put them under the maker. just an ideal. |
| Eglentyne04-11-06, 05:15 PM | Then I will be the Archmage of Gem magic. also aramar the book you talk about in the forest guild I no have so if you want to help to tell what it say, I would like the help then. |
| redhase04-11-06, 05:43 PM | Araman The Black I have posted the shadow disks and spears, I have not posted the Red Mist death spell as of yet. I'm think about if i should. there are spell i have used before and not posted, I sent them to the people who needed to know about them though. Exsample when I made the rings that allowed my character to by pass all wards, no saving throw. I never posted the spell and worked with the gm's and will not post the spell. the spell is a fr spell and i did not make it, it does allow one to by pass all wards no saving through to wards, just depends on the level of the caster who makes the magic item as to how long you can stay under a ward with out being harmed. a high level wizard could stand there a long time, a stare at you: then laugh at your wards and glyphs. I will not post the ward spell on the coa thread, because of the promise I made to the gm's. Give you some ideal of the ward spell, there 4 levels of ward spells. the ward spell that alows you not be affected by them is a level 4 ward and glyph spell. some stats from the spell. Saving throw: none (wards and glyphs) Spell resistance: none (wards and glyphs) your proubaly going to ask If any of my characters still have the rings , yes they do. Thats why when I visited the hef before my character stood under silmarain wards and glyphs and had a talk with his character. no other character was able to do that. Or just stood under silmarian wards and glyphs and made fun of his character. I'm so mean somethimes. I might post the Red Mist Death spell. |
| redhase04-12-06, 07:18 PM | Aramar The Black you can check on the shadow disks in the coa library if you want. I have three levels of Shadow disks spells, the one's posted are level one and do not have the anit magic spell written up in the description. the level version does and is a higher spell that is the version I used on the magic item. the level three is a metamagic version with a wziard or sorcerer has to have the triple spell casting feat to cast the spell. shadow spears and shadow disks spell level 1- the ones posted in the library 2- the ones I will not post (used on magic item) 3- the ones i will not post Just know that the magic item I made has the level two version of the shadow disks spell and it does have the anti magic spell combined. Anti-Magic Arrows These arrows are designed to combat powerful Weave magic users. To this end, they have several powers. These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, he forgets one spell or loses one spell/day of the highest level he knows, selected randomly. There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have no effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat. These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time. Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, feeblemind or touch of idiocy; Price 10,000 gp Now these things are very hard for a wizard to defend against, since most of a wizard's AC comes from spells and magic items. A cleric would do better against it, but not by all that much. However, losing a single spell per hit isn't all that horrible; only large (and expensive) volleys are a serious threat to a high-level spellcaster Armar the black the only differance is the spells i use on the shadow disks 2, and shadow spears 2 and 3. The spell cost are different from the anti magic arrow, the same spells are not used. each item wil have a different varent cost depending on the spells used. I did post the anti magic arrows on the fr borads before and it was talked about in great lengths, they are leagle and they work as well as my level two version of the shadow spears and shadow disks. |
| Eglentyne04-16-06, 06:52 PM | If you would please put me down as the Archmage of Gem magic. as for the differnet kinds of gem amic, i remember that their iare different kinds of gem magic that are used in different worlds. so i try to blend different kinds of different worlds gem magic together. so i can make at least one starandard for gem magic. My frist ideal for gem magic is dis: Ring of Glam's (gem magic) this ring is made of pure ruby and can resize to fit any creature one size dow from meduim creature, small to large. The Ring of Glam's has these powers: 1. once a day the wearer can use a illusion to disguise them self, by an illusion (as the spell). 2. The Ring of Glam's can give the user greater invisiblity, as per the spell. once per day. 3. The Ring of Glam's can give the wearer the ability to send out a Fire lightning bolt, once a day. spells used; craft woundeours item gem magic,greater disguise self,greater invisibility, fireball/ lighting bolt (twin spell feat, create fire, lighting bolt); costs to make 5,000gp ruby,the 4 seplls. i have to figure out the spell and exp points to make for the ring. i have some trouble with this area some times, this ring to me should be no more than 7,500gp to 10,000 gp to make. just off the my thinking. I will try to make a cost for ther ring and then see if i make right. your commints are welcome on ring cost. costs: greater:lighting bolt: 280 exp 1,400 gp greater: fireball : 280 exp 1,400 gp greater: disguise self: 100 exp 500 gp greater; ivisiibility: 30 exp, 150 resize; 30 exp 150 gp permancy x4: 130x 5= 650, 4250gp exp: 1270, gp 5,000 + 12,070gp= 17,070gp to make this is what i fuguire for exp and gp. |
| Master_of_Sarcasm04-16-06, 07:17 PM | redhase - I'm intrigued by several of your ideas. I'm also unfamiliar with your Shadow Disk spells. Where could I find them? I'd like to find out what they are. Eglentyne - Ah, welcome to the Council. Gem Magic, eh? I've always found it pretty interesting; I look forward to hopefully seeing more creations from you in the future. Again, welcome. MoS |
| redhase04-16-06, 07:52 PM | Master_of_Sarcasm redhase - I'm intrigued by several of your ideas. I'm also unfamiliar with your Shadow Disk spells. Where could I find them? I'd like to find out what they are. I believethe shadow disks and sprears are in the coa library apge 3. if I remember right lady rolindin posted all the past librarys on the current library thread. the shadow disks allow 6 shadow disks for the spell, the shadow spears allow so many shadow spears per caster level, if I remember ight it's 100 por 3 to 5 level of the caster. the version 2 and 3 does have the antimagic spell added to the spells. version 1 does not. add the antimagic spell(twin spell feat) to the spell , and you can see how dangerous they are to a enemy spell caster. i have also made anti magic bands that are used to stop any captured spell caster from using magic in any form. they are made from the shadow rocks and have the anti magic spell used on them. may be I should post them. frist I use the antmagic arrows against the wizard, I want to capture and then put the antimagic bands on the wizard. the anti magic arrows have different spells besides febile mind used on them, I have a complete arrow list for the antimagic arrows, I made. some of the other people on the fr boards thought the arrows were wrong to make or use against an wizard enemy, but i made them for that purpose. to capture an enemy wizard, and keep them alive, while I take thier magical knmowledge from thier mind, to add to mine character magical knowlwdge. with other ways such as drugs or spells to get the magical knowlwdge from their mind. I have used them before on wizards I have captured before. |
| Master_of_Sarcasm04-16-06, 08:04 PM | redhase - My only comment is that Twin Spell causes a spell to take double its normal effect, and doesn't allow it to be connected to another spell. I'll check the FRCS to confirm, but I'm almost positive. That said, I once created a feat, posted on an older CoA thread, that could be useful to you. I'll repeat it here for convenience: (note that "Twin Spell?" in parentheses was an alternate thought I'd had during the design process. I think I recall deciding for "Any other metamagic feat" instead of "Twin Spell" as the prerequisite, but I'm not sure; balance comments are welcome) LINK SPELL [METAMAGIC] You can cast two separate spells simultaneously. Prerequisite: Any other metamagic feat. (Twin Spell?) Benefit: Casting spells altered by this feat causes the spells to take effect as if you were simultaneously casting the spells on the same target or location. Any variables in the spells (such as targets, shaping an area, and so on) apply to both of the resulting spells, provided they share corresponding variables. The target suffers all the applicable effects of both spells individually and receives a saving throw for each. If one spell affects a single target and the other affects a larger area, the target must be within the affected area. Unlike other metamagic feats, linking two spells changes their vulnerabilities to counterspelling. If one of the linked spells were counterspelled, for example, the other one could still take effect, unless it too were negated. However, unlinked forms of linked spells can still be used to counter the linked counterpart. This feat cannot link a spell to itself. A linked spell uses up a spell slot four levels higher than the sum of the spells’ actual levels. |
| redhase04-16-06, 08:04 PM | I do like your link spell feat. the version 2 have both seplls combined, shadow spears and shadow disks with anti magic spell. Shadow Spears Creation (spears) Level: Sor/Wiz fifth Com: V/S Casting time: Four standard rounds Range: 100 per 5 caster levels effect see: below Saving throw: see below Spell Resistance: See below With the activation of this spell one hundred little spears black in color hard as steal three inches long and one eight of an inch thick come from the caster hands made from the shadow weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at -2 if using magic weave( because of the nature of the negitive shadow rocks used, they are from a negitive palne), if using shadow weave they get a will save for each spear plus dexterity if can avoid the spears, same for Mystra weave user. Each spear does 1 to 3 points of damage. a shadow caster recives a saving throw at normal save. Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics;( easer to roll percentale dice) Ever five levels the caster gets one hundred more little spears. Anti magic shell and Mordenkaien’s Disjunction dispels the spears, dispel magic has no effect: it will take a greater dispell magic . Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in hall way should be the width of the hall way plus height. The shadow spears main component for the spell is a small one inch shadow spear pre made from a negitive plane shadow rock. Shadow disks con: creation Level: Sor/Wiz fifth Casting time: three standard rounds Range: one hundred and fifty feet Effect: See below duration: Instantaneous Saving throw: See below Spell resistance: See below Shadow disks come from the casters hands starting with four at fifth level, four more every three levels. The disks are made from the shadow weave and turned into hard razor sharp disks four inches round, dealing 1d8 per disk. Mystra caster get a -2 saving throw, shadow weave users save at normal save vs. magic. Dispel magic has no effect on the disks, anti magic shell or Mordenkaien’s Disjunction will stop the disks, it will take a greater disspell magic to effect the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, refelex saving throw for the target if can. the main component for the shadow disks are a small shadow disk pre made from the negtive shadow plane rocks. for version two add anti magic spell to the spells(twin sepll feat to cast the seplls), or i could post the version 2 with the anti magic spell added to the shadow spears and shadow disks. |
| redhase04-16-06, 08:25 PM | some people have complained that the shadow disks and shadow spears are to low of spell level. If I make them a 6th or 7th level then the version 2 will have to be 8th or 9th level and the mega version will have to be at 10 level. I might rethink the level and make them 6th level, but 5th seems about right could be wrong about that though. here's another verson of te anti magic arrows. Change Aligment Anti-Magic Arrows These arrows are designed to combat powerful Weave magic users. To this end, they have several powers. These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, their aligment will be changes as per the spell change aligment. There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have no effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat. These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time. Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, change Aligemnt (as per the spell, see spell); Price 10,500 gp Eater From Within Anti Magic Arrows Anti-Magic Arrows These arrows are designed to combat powerful Weave magic users. To this end, they have several powers. These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, they have the spell eater from Within (as per the spell) attack them from the inside thier body. There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have no effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat. These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time. Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, Eater From within (see spell for efffects); Price 10,000 gp Shadow Spears Anti-Magic Arrows These arrows are designed to combat powerful Weave magic users. To this end, they have several powers. These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, they have shadow spears brust forth from their body (caster level is important here because of the caster level, to see how many spears burst forth). There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have an effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat, because they have to hide or be behind a barrior of some kind to not be hit by the shadow spears. best used while hidden and use sneak attack. These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time. Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, shadow spears; Price 10,000 gp Shadow Disks Anti-Magic Arrows These arrows are designed to combat powerful Weave magic users. To this end, they have several powers. These arrows do no damage, but have a +2 enhancement bonus to hit. Whenever a Weave magic user is struck by one of these arrows, they have shadow disks burst forth from their body (caster level is important for how many disks burst forth.). There is no save against this effect, but spell resistance applies. Furthermore, attacks made with these arrows ignore all magical defenses powered by the Weave, as if they were suppressed by an antimagic field, including spells and effects that grant spell resistance. Illusion effects that trick the attacker into firing at the wrong place may or may not be affected by this at the DM's discretion. They have an effect on non-spellcasters or spellcasters with the Shadow Weave Magic feat. the one who uses the arrow has to be behind a shield of some sort, a wall or other hideing place. best used on sneak attacks, while hidden. These items are always powered by the Shadow Weave. Unlike most other magic ammunition, these items are created one at a time. Moderate abjuration; CL 11th; Craft Magic Arms and Armor, Shadow Weave Magic, antimagic field, shadow disks; Price 10,000 gp furhter more I have used this process to make shadow weapons. anti magic spell, shadow rocks from a negitive shadow plane. shadow rocks from my experance costs between 100 to 500 gp by the pound, then make weapon for a deathknight, anti paladin, black guard, or assassin from pure shadow rocks. the purpose is to by pass magical resistance and get a true strike, with no magical ways to stop the weapon. only have to deal with their armor if they are wearing any. |
| Lady Rolindin04-17-06, 02:46 AM | This guild has become busy since I last viewed it, it does seem that many things have been posted and need to be reviewed. Amarmar the black i have been through most of the other guilds and the warlock guild 1 has quite a few items in it still, that is the only guild i haven't finished as yet, after that guild I'm stopping. i have looked at all the guilds of old and found most everthing, some guilds don't have even one magic spell, item or any creation in them. almost through though the warlock 1 guild is last guild to finish. When I find the time to finish it. some people have been creative i see. I have to say i am supprised by some of the things I have found in the guilds, like the ruin stones in the dwarf guild 1 by Ouroboros (do you know he made 40 rune sones, I'm impressed). very interesting. anf the Hef, all those classes made and other items, even by the shear amount of items in some of the guilds. I never expected so many things in them. |
| Aramar the Black04-17-06, 11:23 PM | Into the hall walks a strange creature, appearing as an etherial filcher, but with paws of a hound, and thick golden fur. It speaks in rustic, rough Common. "Master Aramar, Head of the dormant Academy of Magic and Archivist of the Council of the Archmages, wish to inform to all that, in light of the reacent attacks of stress that have been made upon him by Life, he will be gone for a time of reatreat and contemplation, in order to maintain his sanity. He has divined that he will be absent for a time roughly equal to 30 days, by then which the freedom and liberty of summer will be here, and he may again have time to engage earnestly in Council discussion. He is sorry to not have time to scrutinize the information brought forth by the returned members of the council, and hopes that his absence will not sorely effect the goings-on of the Council. He hopes to find time to let you know that he is alive and sane, but begs you not worry nor like him the less if word should not be heard from him for a large span of time. He thanks you all, and bids you well." |
| Dyne04-18-06, 02:37 AM | Anglar--Archmage of Use of Magic for Nonmagical Outcomes Aramar the Black--Archmage of Ice Asphyxion-- Archmage of Hellish Horrors Baerdith--Archmage of Lore (Arcane, Ancient, or otherwise) Bait the Bard--Archmage of Sonic Energy ChaosEvoker--Archmage of Chaos Demonfey--Archmage of Fire Demon Lightfoot--Archmage of Demonology and Diabolism Dyne-- Archmage of War Frostbite_Ravenheart--Lorewarden and Archmage of Music and Emotions Gurgetar (user: Orcy)--Archmage of the Mind He Who Shall Not Be Named--Archmage of the Uttercold Kedi--Archmage of Life and Death Kirstar--Archmage of Metamagic Lady Rolindin--Archmage of Netherilan Magic: {Keeper of the Delzone Library} Law--Archmage of Research Legions of the Unknown--Archmage of Conjuration Master_of_Sarcasm--Archmage of Creation Myrdinn--Lord of Cerebremancy Necrodude16--Archmage of Pain Premier666--Archmage of Black Magic Raven Dark--Archmage of Debilitation Magic RedHase--Archmage of the Red Mist Sculyblast--Archmage of Shadows Silvanus--Archmage of Machiavellian Maneuvers Solmund--Archmage of Phantasm/Illusion Swedish Viking--Archmage of Grandiose but Weird Creations Thasis--Archmage of Death Turalisj--Archmage of Serpents, Naga, and the like Von Crown--Archmage of Undeath Xen155--Archmage of Law I still have my Archmage of War title? Sweet. :cool: |
| thasis04-18-06, 02:43 AM | Hey Dyne, nice to see yah. You're sorely missed. Do you have any plans to return for the new round? And I'm also still wishing to retain my title of Archmage of Death. I'll post here more now that there's some activity hear. |
| Dyne04-18-06, 02:53 AM | Do you have any plans to return for the new round? I'm not sure. However, Orcy and I are putting together a 15th-level game, sorta like the old IFWG. I'll send a link when it's ready. |
| Aramar the Black04-18-06, 07:59 AM | Dyne! YOu know, Thasis, new thoeries suggest that there was a mistranslation, and the number of the beast is actually 616, not 666. No kidding. |
| Lady Rolindin04-18-06, 08:21 AM | Dyne it would be interesting to paly a 15 level game again, good to see your still around. yes your still the Arcmage of War! Ok here's the up dated list of Archmages. Anglar--Archmage of Use of Magic for Nonmagical Outcomes Aramar the Black--Archmage of Ice Asphyxion-- Archmage of Hellish Horrors Baerdith--Archmage of Lore (Arcane, Ancient, or otherwise) Bait the Bard--Archmage of Sonic Energy ChaosEvoker--Archmage of Chaos Demonfey--Archmage of Fire Demon Lightfoot--Archmage of Demonology and Diabolism Dyne-- Archmage of War Eglentyne-- Archmage of Gem Magic Frostbite_Ravenheart--Lorewarden and Archmage of Music and Emotions Gurgetar (user: Orcy)--Archmage of the Mind He Who Shall Not Be Named--Archmage of the Uttercold Kedi--Archmage of Life and Death Kirstar--Archmage of Metamagic Lady Rolindin--Archmage of Netherilan Magic: {Keeper of the Delzone Library} Law--Archmage of Research Legions of the Unknown--Archmage of Conjuration Master_of_Sarcasm--Archmage of Creation Myrdinn--Lord of Cerebremancy Necrodude16--Archmage of Pain Premier666--Archmage of Black Magic Raven Dark--Archmage of Debilitation Magic RedHase--Archmage of the Red Mist Sculyblast--Archmage of Shadows Silvanus--Archmage of Machiavellian Maneuvers Solmund--Archmage of Phantasm/Illusion Swedish Viking--Archmage of Grandiose but Weird Creations Thasis--Archmage of Death Turalisj--Archmage of Serpents, Naga, and the like Von Crown--Archmage of Undeath Xen155--Archmage of Law |
| thasis04-18-06, 10:10 AM | Dyne! YOu know, Thasis, new thoeries suggest that there was a mistranslation, and the number of the beast is actually 616, not 666. No kidding. I'm assuming my computer is being funny cause it says there ws 662 posts on the last thread... *shakes fist* It also wasn't reconizing that there were new posts *shakes fists again* |
| jagggar04-18-06, 11:02 AM | 666 and Other Numbers of the Beast (http://www.beliefnet.com/story/4/story_429_1.html) More Numbers of the Beast (http://www.beliefnet.com/boards/message_list.asp?discussionID=808) Revelation! 666 Is Not the Number of the Beast (It's a Devilish 616) (http://www.beliefnet.com/story/166/story_16630_1.html) Because I'm bored and it's so hard to tell what's taken so far: Archmage of Black Magic Lord of Cerebremancy Archmage of Chaos Archmage of Conjuration Archmage of Creation Archmage of Death Archmage of Debilitation Magic Archmage of Demonology and Diabolism Archmage of Fire Archmage of Gem Magic Archmage of Grandiose but Weird Creations Archmage of Hellish Horrors Archmage of Ice Archmage of Law Archmage of Life and Death Archmage of Lore (Arcane, Ancient, or otherwise) Archmage of Machiavellian Maneuvers Archmage of Metamagic Archmage of the Mind Lorewarden and Archmage of Music and Emotions Archmage of Netherilan Magic: {Keeper of the Delzone Library} Archmage of Pain Archmage of Phantasm/Illusion Archmage of the Red Mist Archmage of Research Archmage of Serpents, Naga, and the like Archmage of Shadows Archmage of Sonic Energy Archmage of Undeath Archmage of Use of Magic for Nonmagical Outcomes Archmage of the Uttercold Archmage of War |
| Eglentyne04-18-06, 07:30 PM | yes i always though 666 was number of the beast. Here's what come to me, since i'm the archmage of gem magic. Why do you have to have same color of lighting bolt, Why? here's what i think of. Lightning Bolt of Color (your choice) Evocation [Electricity] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: 120 ft. Area: 120-ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Material Component: A bit of fur and an amber, any gem that will make the Lighting bolt turn to the color of gem. gems must be worth 100gp or more. Red-ruby Light blue- Light blue diamond dark blue- Cortzs green- green topaz light green- light green topaz yellow- yellow topaz the color of the gem you choise will amke the lighting bolt that color an cats eye will make an eye in the lighting bolt and the color of the gem. Fireball of Color Evocation [Fire] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Material Component: A tiny ball of bat guano , sulfur and gem of your choice. The gem will amke the fireball the color of the gem. red- ruby yellow- topaz green- amehersts the gem cloor will make the fire ball that color, the gem must be worth at least 100gp. |
| Eglentyne04-19-06, 07:19 PM | where everone go? |
| thasis04-19-06, 08:29 PM | I am here, and I have spells in the mind. Not down on paper in final format though. I also have a spellcasting Core Class in the books. I have some of the flavor done, but not anywhere close. So at this momment and time I have no creations to post, only many ideas floating around my head. |
| redhase04-22-06, 05:37 AM | some of us are just quite and doing somethings. gem wizard, hum maybe some more ideals for my things then. who knows we might be able to work together on some ideals with gem items. |
| Lady Rolindin05-18-06, 10:01 PM | whom ever has creations they want to post in the guild should,Thasis when you finish with your ideals, you can post them here. Eglentyne intresting ideals for spells. I do remember reading in the fr books, elminster telling a up and coming mage that they could make a fire ball they way they like. With what ever design they care to use, such as adding dragon heads to a fireball, or changing the color in ways to reflect their personality. that way everone knows what your fireball looks like. some about a mage fair in a story in one of the fr books, and how to tell ever wizard apart by their fireballs they make, they change them to their design. |
| redhase05-22-06, 02:24 AM | Medusa Plague History of the Medusa Plague The Medusa Plague was made by a wizard named Zander The Black, he was a True Necromancer who practiced the art of death. One of Zanders favorite students was killed by being turned into stone, while gathering parts for her studies in a grave yard. Her name was Dreddra and Zander alway thought that she look like a medusa i some ways. After her death, Zander then begain to study how to make a diese that would turn people into stautes. Zander found in his studies of making the Medusa Plague that he needed magic and certain poisons to make the plage work. When Zander the Black had finished the Dreddra plage (as he called it), Zander then went into the town outside the graveyard where Dreddra was killed. Zander then gain controll of one of the inhabatents of the town and gave them a vial of the plage. The plague spread quickly through out the town and through out the kingdom. the plague become know as the Medusa Plague because of the victims turning into stone, Zander never told the town residence's the true name of his creation though. Zander relized that he had advenged Dreddra's death 10 fold and with such great pleasure, that he celibrated the plague's creation. Zander has not been seen for a long time. but rumor's have been spread of a powerful wizard who come out at night and plays in grave yards and raise the dead. Everone who has tryed to stop the Black dressed wizard has been killed and turned into the undead; so he is left along now to do his work. hardly any one is fool enought to challenge the master of death when he doing is "foul deads" as the locals say. infection: The Medusa Plague is spead by contact, inhaling, or by a bit from one of the snake heads: the limbs turn into. The victum of the medusa plague will secret a film that will cause another to catch the plague, or a victim can get the plague by breathing in the plage while careing for a plague victim. The smell of a person who has the medusa plague is a slight sweet smell, that reminds persons of Honey suckles flowers. The limbs that turn into a snake head, (each limb will have three snake heads) a bit from one of these snakes will transmit the plague to a new victum. Incubation and DC saves. magic is the only saving method know to stop the Medusa Plague, common herbs and other methods will not work. You will need to have a cleric use a remove curse, or use a healing spell. * special notes* {The person contacting the Medusa Plague needs to role two more fortitude rolls of 25, the first is to not become a carrier of the medusa plague. If they fail this roll the person will become a carrier of the medusa plague and everone they meet (living) will have to roll a dc save of fortitude 25 not to catch the Plague for them. The third fortitude roll of 25 is not to have one of their arms at their elbow turn green- brownish with the three snakes having red and yellow strips. if they make their third fortitude save of 25 they will not have one arm turn into the three snakes. This effect can be overcome by a cleric healing spell or remove curse spell. } 1st roll: not to catch the medusa Plague (if they make this roll, they they need to make a 2nd and 3rd roll) 2nd roll: Not to become a carrier of the medusa Plague. 3rd roll: Not to have one of their arms turn into three snakes. The person who makes thier frist dc save and does not make their second dc save becomes a plague carrier, their first save is not to catch the plage and suffer for 3 days then die. If the person makes both saves then they do not have to make the third save, since they will not catch the plague one the first dc save, the second dc save they will not become a plague carrier. the only way a plague carrier will know if their a plague carrier is by the people dieing around them, love ones, or people they come into contact with. A plague carrier will not have any kind of effects to alert them they carry the plague, no semi sweet smell, no fever of any kind, they will just be a way for the plague to travel from person to person. And they can live a full normal life, if they don't kill everone around them frist or have a cleric heal them by magical means (the only way to rid them selves of being a plague carrier.) Effects: 1st day. A person who comes into contact with the Medusa Plauge will need to make a Dc fortitude save of 25 not to catch the plauge. If the person fails their dc save then in the first 24 hours they will get a high fever, the fever will start with in 1d4 hours after contact with a plague victim. The person with a high fever will gain an +4 to strength and will have to be held down or tide down with stronge rope. The victim will moan loadly and be in great pain from the fever, they need to roll a DC constitution, wisdom, Intellingece, and dexterity saves at a dc 25 not to become delusional and unable to to know where they are, or who they are. if they fail their saves they will lose 1d10 intelligence, wisdom, constitution,and dexterity temporarily, and will be confused for the 24 hours. by loosing most of the abilities the fever will make them weak and confused. An person who makes thier Intelligence and wisdom checks they will know people around them but still be in great pain and weakened from the fever. the person will not be able to eat any food during this time. 2nd day. The person will need to make a fortitude check of 25 not to scrach them selves (for they will have an uncontrolabile urge to scractch the itch that will not stop), if they make the dc 25 fortitude check then they will still feel like something is crawling on their skin. They will touch the areas to see if something is on their arms or body. The person infected will break their fever and will start scraching thier body till they rub off all their skin, unless they are held down and stropped from scraching themselves. The victum will take damage from scrachting their skin off, 1d2 hit points of damage per scrachting them selves with their fingers. The person will fell that something is causing their skin to itch all over their body and feel the need to scrach untill the itching stops: but the itching will not stop untill the 24 hours are up. The person will be in pain from the itching and want to stop the painful itching by scraching all over their body. This will last for 24 hours, the person will temporlary gain a strength of +4 during this time and it will be hard to tie them down. The person if they make their fortitude check or not will feel the same kind of itching, but if they do make their saving throw then they still will feel like scraching the itching ever so often (1d20 times per hour). Once the person fails thier frist fortitude check of 25 when they first come into contact with the Medusa Plague. they will be effected either way by the itching; caused by the plague. The person will have to be bandage up during this time to stop the bleeding from their scracting wounds they inflect upon them selves. on the 3rd day: the person will wake up with a never ending thurst, they will need to drink water or another drink to fullfill their thurst. This will happen untill the person thrust has been quenched in 1d4 hours, after the 1d4 hours the person will fell thier body start to harden. Their arms at their elbows will will turn green-brownish color, and their fingers will join together and form three snake heads (both arms). The snakes colors are red with yellow strips, and will attempt to strike any one with in thier range. A bite by one of the snakes will give the person the Medusa Plague. The person who's arms have changed into snakes have 1d6 hours to live, with the roll willing tell how long before their body turns into stone. The persons legs both of them will turn into snakes also, at their knees (with the same colors, green-brownish trunk and the three snakes being red and yellow strips.) The person will be in agenoy and great pain as their body starts to harden, once their body has turned into stone the snakes heads will live for 1d4 rounds and then turn to the grayish stone color also. the peson eyes will turn to a dark black onix color while their skin is changing into the grayish hard stone color. costs to make the Medusa Plague: 4,000gp per vail. next the plague or poison skeltons and zombie's, plague carriers (people who are given a plague to become a living death machine, unknow to themselves). a new class: Shadow Mage Hunter . |
| dandfan05-22-06, 09:43 PM | The door of the Archmages sactuary bursts open, and a hooded figure comes through. He wears a robe that covers nearly the entirety of his body. You cannot see anything of him except for an exteptionally large staff, and an Imp on his shoulder. "Greetings, my freinds," he says in a voice that is nearly a whisper, "I am Algonquin Maleastra, and I wish to join this guild of yours. I am a practitioner of a strange, nearly unheard of magic. I am a magician of a powerful, but seldom heard of magic. I weave things of the fabric of the planes themselves. I am a PlaneForger, I take the essence of a plane and weave it into an item of great power. Take my cloak, for example. It is weaved from a plane of unending night, which allows me to hide myself from you. My staff is crafted from a plane of endless wood, giving an unending vitality. And my Imp has been embedded with crystals from a plane of shapeshifting, allowing him to shift into any form at will. My freinds, I will not lie, nor bluff. I am powerful. This magic I weild is dangerous, but could be of some use to your society. Please, except me." Hello to all my fellow mages out there. I, dandfan, present to you the power of PlaneForging. Allthough I dont think this has been presented before, I will gladly change my practice, if I must. So, may I become a part of this guild? |
| Frostbite_Ravenheart05-22-06, 10:37 PM | Hello to all my fellow mages out there. I, dandfan, present to you the power of PlaneForging. Allthough I dont think this has been presented before, I will gladly change my practice, if I must. So, may I become a part of this guild? Hmm planeforging seems like a bit strong of a title. Back in the day I would have said no but now adays it really doesn't make a difference. How about this for a challenge...if you can come up with sensible rules for planeforging I for one would definitly have no problem with such a strong title. -Frosty |
| Aramar the Black05-22-06, 11:17 PM | Heh, powerful you may be, but your spelling needs work. You wish us to accept you, no? "All magic is dangerous, in the wrong hands. Esoteric magics, and planeforging, you say? I think I may like you already. I am a busy man, but I think that you and I must have a long chat sometime. I too practice a number of unknown arts; perhaps we could learn something from each other. We'll seal the title later, and for now, welcome to our powerful council." says the half-elf with a smile. |
| dandfan05-22-06, 11:41 PM | (I am a poor speller indeed) I would enjoy that very much, Ice Wizard. And I'll have the rules up for PlaneForging in... oh, tommro probably. |
| redhase05-23-06, 07:40 PM | first let me say welcome dandfan to the guild, and my your stay be fruitful in many ways. other items I have made, till I find time to post them: Blooding Plague Ferryman's Plague Cyst Plague Rune Plague Animat Poison or Plague Dead (spell) Greater Animate Poison or Plague Dead (spell) THe shadow Mage Hunter Good to see your still around Frostbite_Ravenheart and Aramar The black! |
| dandfan05-23-06, 07:53 PM | ...In the PlaneForging rules. With to much to do and not enough time, I wasn't able to play test them today. I have used them a few times, but as my D&D games tend to be very adaptable, I need the rules to follow the strict guidlines set. I will most definitly, without a doubt, have them tommoro though. A warning: PlaneForging isnt an epic skill, but it requires an 8th level spell, as well as craft checks into the forties and fifties. Also, besides the COMunity, is there a website for this guild? |
| dandfan05-23-06, 08:02 PM | Will I need to get the PlaneForging rules approved in the approval thread? |
| thasis05-23-06, 10:30 PM | You might want to balance this out to the spell Genisis (which is a 9th level spell) which allows you to create a minor demi-plane of very finite size. |
| Frostbite_Ravenheart05-23-06, 11:08 PM | ...In the PlaneForging rules. With to much to do and not enough time, I wasn't able to play test them today. I have used them a few times, but as my D&D games tend to be very adaptable, I need the rules to follow the strict guidlines set. I will most definitly, without a doubt, have them tommoro though. A warning: PlaneForging isnt an epic skill, but it requires an 8th level spell, as well as craft checks into the forties and fifties. Also, besides the COMunity, is there a website for this guild? The CoA has had its own website in the past but it was neither sucessfull nor very needed so we discontinued it. Also - You dont have to get your rules approved by the approval thread unless you wish to use them in the IFGW. The CoA doesn't need anyones approval ;). -Frosty |
| turalisj05-23-06, 11:14 PM | Never had, never does now, perhaps never will. |
| thasis05-23-06, 11:47 PM | When it comes to magory rules were ment to be broken, destroyed, rebuilt, and abused ;) :D :P |
| dandfan05-24-06, 06:15 PM | Again with the problems! I'm so, so sorry, but I still cannot post the rules! I've playtested them, but I didnt have the time to make the, "official" stat block. I'll have it up ASAP, which should be tommoro (hopefully). |
| thasis05-24-06, 09:47 PM | There is no rush monsier. Things take time (especialy if you want good D&D product) and we realize that. We're Archmages afterall... we take ALONG time to do our greatest works. |
| dandfan05-24-06, 10:01 PM | True, very true.. a good archmage never rushes I suppose... |
| thasis05-24-06, 10:03 PM | Also, a good archmage never goes a day without eating cheese *muches on a slice of cheese*... it's good for the brain :D |
| dandfan05-24-06, 10:11 PM | What has D&D come too! Archmages endorsing cheese! Geez, commercialism is everywhere now... (got milk? Builds strong bones, and gives you +2 to all fortitude saves :D ) |
| thasis05-24-06, 10:40 PM | Or maybe "Got Sand... all fire based spells cast get a +2 bonus to their DC"... and there is actualy a shirt that says "Got Sand" on it... it's hillarious. |
| redhase05-27-06, 01:27 AM | Plague or Poison Carrier A poison or plague carrier is a character or npc that has came into contact with a poison or plague and has made their first Dc saving throw: or they have been infected on purpuse with a poison or plague cure so they as to make them not be effected by the poison or plague they carrie. The character or npc will not fell the effects of the poison or plague, but will effects others around them as per the type of poison or plague they carry. The type of poison or plague can have different kinds of effects from an air born infection with an radious, to contact poison or plague, but the carrier will not feel the effects they carry. the charcater can be kidnaped magicaly and have their memory esased, and then placed back in their comminuty, to spead the poison or plague: this is a common way to speard poison's and plague's by necromancer's. Npc's and characters who travel alot are usally selected, since they are well traveled and well known. caravan personel are best to use, for this purpose. Animate Poison or Plague Dead Necromancy {Evil} Level: Clr6, Death 6, Sor/Wiz6 Components: V, S, M Casting Time: 1 standard Action Range: Touch Targets: One or more corses Touched Duration: Instaneous Saving throw: none Spell resistance: No This spell turns the bones or bodies of dead creatures into undead poison or plague skeltons or zombies that wil follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated untill they are destroyed, ( A destroyed poison or plague skelton/ zombie can't be animated again.) regardless of the kind of undead yopu create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate poiso or plague dead, (the descrated spell doubles this limit, see page 218 of the Player's habnd book.) The undead you creatye remain under your control indefintely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead poison or plague creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. If your a cleric any undead you might command by viture of your power to command or rebuke do not count toward the limit. skeleton: A skeleton can be created only from a mostly intact corpse or skelton. The corpse must have bones, so creating a skelton from a purlpe worm, for exsample, is not possible. If a skeleton is made from a corpse, the flesh falls off the bones and the bones will emit the type of poison or plague you have selected when casting this spell. The type of poison or plague will have to have the DC saves states when casting this spell to make the poison or plague skeletons, and the kind of poison or plague used and the effects. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with true anatomy, so a dead gelatinous cube, for exsample, can not be animated as a zombie. The zombie you create will emit the type of poison or plague you select when casting this spell. the type of poison or plague will need to have the DC saves stated and the effects of the poison or plague slected while casting this spell. The skeltons or zombies will emit the poison or plague from their bones for a skeleton, or for a zombie they will emit the kind of poison or plague from their corpse. Any character touched or touching one of the skeltons or zombies will need to make a saving throw accourding to the type of poison or plague used. different poison or plagues have different kinds of efffects, from a air born radious to touching also that is why the type must be stated when casting this spell. So the caster knows what kind of effects the poison or plague will have on others. material Componet: You must place a black onyx gem worth at least 25 gp per hit die of the undead into the mouth or eye socklet. You aso will need to have the poison or plaguie vial, and pour some into the eye socket or mouth. One poison or plague vial can be used on 10 corpses bodies. THe magic of the spell turns these gems into worthless, burned out shells. The poison or plague put into the corpse will be emited all over the skelton or zombie, by the magic of the spell. Skills and feats recommended for casting this spell. skills: Knowledge Poisons Knowledge Plagues Knowlwdge Arcana Knowlwdge nature Feats: Skill foucs {Knowledge Poison and Plagues} Brew Potion {poison} Poison focus Improved Poison Focus Craft wondress item {poison or Plague} Corpsecrafter (Li'bris Morti's page 25) Greater Animate Poison or Plague Dead as per the Players handbook spell description, page 237. |
| redhase05-27-06, 03:40 AM | The Blooding Plague Lore: The history of the Blooding Plague is vague at best, not much is know about how the plague started. What is known is some lore handed down from different area's. One lore from a southern provence says that a curse was put on an offical from the city of Karn's Well, where one of the city captains or the mayor of the city ofended a necromancer. If you talk to the officals of Karn's Well they will deneysuch a thing every happened to their city, but that the southern city of Bram's Ford is where the plague started. The officals of Bran's Ford blame the city of Karn's Well for the plague starting. Infection: The way the Blooding Plague is contacted is by being around a victim and breathing in the air born spores they release (20 foot radious), or touching them in some. The victim can not be healed by non magical means, they must be healed by a cleric using magical means. The charcater or npc who comes in contact with a Blooding Plague victim will need to makea DC fortitude save of 20 not to catch the Blooding plague. If they make this first saving throw then the charcater will need to make a second DC fortitude saving throw of 20 again not to become a plague carrier, (as a character or npc plague carrier will not feel the effects of the Blooding Plague, but will infect others they meet or know.) The Blooding Plague effects: The Blooding Plague has these effects, the first stage of the Blooding Plague is the victim will get a high fever and become weak. The character or npc needs to roll a dexititary check, constition and strength check: if they fail their abilities checks they recieve 1d10 ability damage to each ability they fail permintly. If the character makes their saves then they recieve half damage of 1 d10 permint damage to each ability. They victim will need to roll a 1d4 to determine the amount of hours they have to live. victim will have their lungs full with blood and will need to roll thier constitution check for the each 1d4 hours not to drown in thier own blood. Most cities or towns that have had the Blooding Plague infest their area have closed down areas of their city or town and burned the bodies of the plague victims. some cities have blocked of parts of their city or town and set fire to the closed area and burned whole parts of their cities. Any who have tried to escape are killed and their bodies burned. This is a magical enhanced plague, that will take magical healing only to cure the plague. cost to make the plague 5,500 gp. The Ferryman's Plague Lore As the lore goes as told by the people who's heard the tale about the plague which is estamated to be 500 years old. trintell was a ferryman on the river Blue Swan, one day a figure dressed in a black robe and carrying a staff with a dark onyx skull, with light glowing light out of the eye sockets. Came to trintell to cross the river, Trintell looked over the man dressed in black and decided he would not let the man travel across on his ferry. after loading all the other six passengersTrintell said, "Sir I'm sorry but I fear my other passengers would object to your crossing with them, may I suggest that you try of of the other ferry men down the river." the cloaked figure looked Trintell over for a minute, " My gold is not good enough for you ferry man, if your other passengers don't like my presents on your ferry, then they can stand away from me." Trintell said, " I sorry sir but I can't aford to lose my regular customers. You may cause some of them to go to another ferryman." The man dressed in black watched Trintell board the ferry, then the lines being loosed. As the ferry started to cross the river, the man dressed in black could be heard saying words that made no sence to every one on the ferry. After crossing half way across the river the ferry started heading toward the rocks near the other side of the river bank. Nothing trintell could do could stop the ferry from hitting the rocks, the ferry seemed to speed up as it hit the rocks. The man dressed in black disapeared after the ferry crashed against the rocks, and Trintell swore he saw and heard the man dressed in black laughing before he disappeared. Trintell had his ferry boat fixed at great cost to him, when Trintell ferry was fixed and operating again more than a month later. The mysterous man came back again, Trintell watched as the man dressed in black with a cowl hidding his face came up to his ferry again. "Sir I can not let you cross on my ferry, try one of the other ferrymen on the river, After what happened last time you was here, I daught that any ferryman will carry you across the river. But do ask them any way, for one might be willing to let you cross the river, " Trintell said to the man dressed in black. The man dressed in black studyed Trintell, then pulled out a vial and uncapped it, then started saying diffferent mysterous words again. The man dressed in black then sprayed Trintell with a greenish flakes while finishing the spell. Trintell and the other passengers who watched this felt they could not move and were transfixed as the mysterous man in black was doing this. Trintell then glowed an emerald greenish color for a moment before it stopped. The man in black turned and walked away disappearing as he was walking away. Trintell told his wife about the strange incident with the strange man dressed in black agian latter that night. Trintell about midnight, his skin changed to a greenish color and he started throwing up greenish watery blood. Trintell died a few hours latter before the sun rose. Crintell, Trintell son had to bury his father and mother along with his two sisters that morning, seeing them turn sick and die after his father died: like his father did. Crintell ran his fathers business for a while, but a lot of his ferry passengers got the green sickness and died Crintell figured out he was a carrier of the sickness that killed his family and his passengers. Crintell went to live in a cave and become a hermit seeing no one, he saw many animals in the cave's area also die from the sickness: untill he died alone in the cave. Infection: The Ferryman's plague can be concated by being around a plague victim. The victim will caugh first spreading the plague spores to everone within a 20 foot radious around them. A DC Fortitude saving throw of 20 is needed not to catch the plague. A second roll of DC 20 fortitude is needed not to become a plague carrier, (if they make thier frist saving throw, and fail their second saving throw they will become a plague carrier.). The character or npc will not feel the effects of the Ferry's man plague, but will spread the plague to others (by others breating in the spores or by skin contact), unless they have the plague removed by a cleric using magical means. The Ferryman's plague can be caugh by carring for a plague victim also; while they are throwing up a greenish watery blood color, or by touching the plague victim before the victim dies (by skin contact), or by breathing in the spores also. THe Ferryman's Plagues workings: The Ferrman's Plagues when a charcater first comes in contact with the plague needs to make an DC 20 fortitude saving throw, if they fail 1d6 hours latter the character or npc will begian to feel their body burning up with a high fever. The character or npc will have a high fever, with cold chills. The character or npc lungs will fill up with a greenish watery blood mix thier body makes and their skin will turn a emerald greenish color. The character or npc will need to roll a DC constitution check during this time, if they make their saving throw they will recieve half damage: DC conststution damage of 1d12 per hour, half damage per save. Once they reach 0 constitution points they die. The victims will drown on thier own fluids their body makes, in their lungs. The charactr or npc will begain to throw up the same kinds of fluids in their stomach and not be able to eat or drink any thing during this time. Any time during the sickness they can have constitution damage and if the victim is healed by a cleric, they will have permit constitution damage, and will need to readjust their constitution score by magical means. The only cure is by magical healing from a cleric, and herbs and other common methods will not heal the victim: this is a magical enhanced plague. costs to make the Ferryman's Plague: 6,500gp |
| redhase05-27-06, 06:53 AM | The Soul Plague Lore: The history of the Soul Plague is vague at best, it has been wisphered that a powerful True Necromancer started the Soul Plague to defeat his enemys. Various names have came up as who started the plague, but every high powered necromancer in question has not claimed the credit for making the plague. Infection: the soul Plague is contracted by a soul Plague carrier, a character or npc can catch the soul Plague by being within a 25 foot radious of a plague carrier. The soul Plague is an air born plague, and has a short time peroid to have your soul taken from your body. A necromancer making Soul Plague skeleton's or zombies can be hard to get too. The effect will be the same as if being in the presence of a living plague carrier. characters or npc's who catch the Soul Plague will have to make an DC 30 Fortitude save not to catch the plague, or have their soul taken from their body as the spell trap the soul or magic jar. If the character or npc makes their saving throw then they become a soul plague carrier. The Soul Plague will trap the character or npc soul into a Soul Collection Plague Orb. A wish or miracle spell is the only way to get their soul back. Ever 24 hours the character or npc will have to make a DC fortitude save of 30 not to have their soul taken from them, unless the Plague collection orb is destroyed during this time.The soul Collection Plague Orb has to be on the same plane to trap the souls of the plague victims. Each Soul Collection Plague Orb a different amonut of souls it can hold, and must be magicaly made when the plage is made so the two can stay connected. If the character fails their fortitude saving throw the first time then their soul taken from their body and will be stored in the Soul collection orb when they first come into contact with a plague carrier. The Soul Plague will affect all creatures that have a soul that come in contact whith the plague, even if from a negitive plane. magical means is the only way to heal the character or npc. wizards and sorcerers, or clerics who have use of an antimagic spell or device can for the duration of the spell not be affected by the magical part of the plague. But they will carry the spores of the soul Plague, and when their antimagic spell ends or the anti magical device ends then they have to make a saving throw of Dc 30. If the wizard or sorcerer recieves magical healing after the antimagic spell or device ends then they won't be effected by the Soul Plague spores. characters that have poison immunties or magical immunties will injest the Soul Plague spores and can spread the plague to others with out knowing it and kill others. They will have to magicaly healed by a cleric to not effect others. if spell turning is used by a wizard or sorcerer (by spell or device), as soon as the spell turning is deactivated then they will have to roll a Dc Fortitude 30 save. For the character or npc will still breat in the plague spores even though they are magicaly deactivated, when the spores are active again they will, (once the magic can not stop them) the character will have to roll a DC fortitutde save. The character will have to be magicaly healed by a cleric to be rid of the plague spores. Cost to make the Soul Plague and Soul Plague Collection Orb is different depending on how many souls the orb can hold and the number of spells used to make the plague. an sample soul Plague and Soul collection orb of 200 souls costs 7,250 gp |
| Frostbite_Ravenheart05-27-06, 10:19 AM | I'm a fan of the disease's redhase. Not well-versed enough in diseases to make any real comments or criticisms but they are very appealing. -Frosty |
| thasis05-27-06, 02:11 PM | The concepts are good, what I'm not sure of is the pricing. Is the pricing to create them to small? And how exactly do you create them? Maybe you should put something on that. |
| redhase05-27-06, 07:23 PM | thasis The concepts are good, what I'm not sure of is the pricing. Is the pricing to create them to small? And how exactly do you create them? Maybe you should put something on that. 1. pricing is right on most of the plagues, can differ as to the level of the character making the plague ans os on. the pricing is for one vial to be made. 2. the spells used and the poisons used to make the plague's< i want to keep to my self untill I decide which plague's to get approved, along with exp points to make one vial of the plague. the soul plague is the most expensive to make so far. If you remember the soul collection orb I made at the old goue, it the same ideal, just don't have the aligment spell used. The bigger the orb (the more expensiveit is) the more souls can be collected by the plague. You may be right thasis about the pricing, I look at them again. Frost_bite Raven Hart I'm a fan of the disease's redhase. Not well-versed enough in diseases to make any real comments or criticisms but they are very appealing. poison can be made into plaugues, and they are fun to make. I remembered the movie Outbreak and and a plague carrier can be made. The plague cure is more expensive though and yu have to look at the overall out come if it's worth kidnapping and making a plague carrier. Frostbite plagues are fun and appealing, and can be used to your designs. as for other plagues, i have made a zombie or skelton plague, (based off a poison and spells) yes one spell is the animate skelton or zombie, and a second verson for a different plague of poison or plague skeletons or zombies.like the spell I posted (animate skeleton or Zombie poison or plague dead. I will think about postint the spells and poisons to make the plagues, but I'm not sure if I want that part made public yet. You can always figure out the spells your self and make them your self. The feats and skills I posted are needed to help make the plagues, you would not want your character beibg killed while making them. unless their allready are an undead necromancer Litch. |
| Lady Rolindin05-27-06, 08:52 PM | I personaly don't like plagues, but in the d&d world they are part of the things that are in the world or worlds. making plagues is fun to others I guess,It seems I need to viste some more. I'll post them in the library redhase and give you credit for them, if you have more then post them. just don't kill your self though, but making them. |
| Aramar the Black05-29-06, 05:07 PM | Interesting. Time to re-introduce plagues back into the ol' campaign world. Liking the ideas, redhase. |
| redhase05-29-06, 08:40 PM | Aramar the Black Interesting. Time to re-introduce plagues back into the ol' campaign world. Liking the ideas, redhase. Thank you Ararmar , it does seem that plagues never leave any world, they go unnoticed is all. The Cyst Plague Lore: The history of the Cyst Plague as told by those who know of it's exestince, give credit to Keldar tha Dark or others will tell you that Salaman the Cruel started the plague depending on whom you talk too. What is known of the history is that about 1,500 years ago the cyst plague first struck the Kingdom of Harakin. The Cyst Plague started in the southern part of the kingdom and within one year the plague had been reported in neighboring Kingdoms. All travlers from the neighboring kingdoms stopped and turned back every citizen from Harakin. All the neighboring kingdoms suspended all trade with the Kingdom of Harakin and closed their borders. villages and cities had locked their gates in the kingdom of Harakin, and would not allow anyone to enter or leave, for fear of them being a plague carrier. Those that could afford to have magical healing were cured and those that could afford to spend gold to be healed most of them died. Whloe sections of the poorer parts of the cities were burned to the ground along with everyone inside the areas, after the plague had killed a good portion of the kingdoms populace then it seemed to vanish. Infection: A character or npc who comes into contact with the cyst Plague, will do so by breathing in spores (a 25 foot radious), or by touching someone who is a carrier or has the plague (the person will give off fluids from a cyst or a carrier will give off an oily film from their skin.) The character or npc will need to roll a DC fortitude check of 22, not to catch the plague. If they make their saving throw they will become a carrier of the Cyst Plague, if the character or npc fails their saving throw they will need to roll a d8 to determine how many hours before the first cysts start to appear. The Cyst's will appear (roll a d20 every hour to determine how many will appear ever hour), will need to roll a d10 to determine how many hours the cyst's will appear. The Cyst's are internal spherical sacs that is made from the victims own body. They will appear all over the victims body (1d20 every hour) every hour. The cyst's can be removed by a chirurgeon when they stop appearing after the d10 roll, or have a cleric use a greater healing spell. If the victim is still alive they can be treated. For every 5 cyst's that appear on the victims body, they need to roll a constitution, strength, charisma, intelligence checks. If the victim makes their ability roll, (one or all of the abilities checkes), they will recieve half permanent damage (1d4) from the 5 cyst's. If they fail thier abilities checks, then they take full permanent damage 1d4. After the 1d10 hours of the cyst's appearing, the character or npc can try to have a chairuregeon or other medical practanicer remove them. Each cyst will take one hour, and will be very bloody and painful, and it will take a successful DC 20 heal check to remove one cyst. If the medical practancer or chairuregeon fails their their heal check the victim dies. The victim if they survive the removal of the cyst's will look deformed and will have a very low charisma, (this will depend on how many charisma points the character or npc lost and if the have the gold for magical healing.) 1.contact: DC 22 fortitude roll, if they make their saving throw they will become a carrier. If the character or npc fails, use the rest of the chart 2 to 5. 2. if fails roll a d8: to determine how many hours before cyst's first appear 3. roll a d10 to tell how many hours the plague will last. 4. roll a d20 every hour for how many cyst's appear that hour and evey hour roll again a d20. 5. roll for every 5 cyst's that appear, constitution, strength, charisma, intelligence checks. if the character or npc make their abilities checks they recieve half permanent damage 1d4. half damage for every ability check made or ability checks made, full damage for every ability failed 1d4 permanently. The cyst plague will effect even negative plane creatures. any magical spell or device, such as an anti magic spell or device will only stop the magic inchanment of the plague, but you will still breath in the spores, or if you touch a plague carrier; and effect others around you. Once the magic is gone you will need to roll a DC 22 fortitude save and use the 1 to 5 chart, to determine the effects of the Cyst Plague. Wizards/ Sorcerer's and other magic users who are immune to such poisons and plagues will become a carrier (by breathing in the spores) and will need to have a cleric use a greater healing spell to rid them selves of the spores or you will spread the spores to others (25 foot radious): while you won't be affected. |
| redhase05-31-06, 09:30 PM | The Withering Plague Lore: The Withering Plague was started by Zeron the wise leader of the Black Circle. Zeron wanted to protect his area by making Plague zombie's and plague skeleton's, Zeron had them under control of his small armies leaders. The plague zombie's and skeltons had The Withering Plague use on them when they were made. A groupe of famed adventures when to the Black Lands where Zeron ruled and encountered a groupe of plague zombies and skeletons. The adventuring groupe fought rather well till most of their bodies started to wither, thier arms, legs and most of the groupe had their whole bodies wither infrount of the others. Three members of the groupe was able to leave the area, left the rest of the groupe dying or died. Two of the surviving groupe had at least one leg or arm withered so they could not use them, and they had to help each other out of the the area. The Two that had a withered arm or leg had to go to the high priestes use a greater healing spell to heal the two. The Palatin had to be cured, because when he got back others around him recieved the same withering effects. The plague spread from their: visitors at the church, young priest spread the plague while visting parts of the area. While some of the young priest died, other were able to be saved, but not before some of them had their arms or legs withered the rest of their lives. The Black Lands of Zeron were left along for fear of spreading the Withering Plague worse than it was spread the first time or other plagues that were rumured to be on the plague skelton's and zombies by other adventureing groups. The Black Lands have been left along for more than 400 years and it is not known if Zeron is still alive, or a new leader has taken over the Black Circle. The Withering Plague has reappeared from time to time, killing thousands when it has appeared again. The church leaders blame the Black Circle for the Withering Plague every time it appears. Infection: The Withering Plague can be caught by breathing in the spores, or by contact. Touching a withered plague victim arm, leg or another part of the body, will give off a oily film that will stick to the new victim. The character or npc will need to roll a DC save of 20 fortitude save, if they make their fortitude save then the character or npc will become a Withering Plague carrier. If the character or npc fails thier fortitude saving throw then they need to roll a d6 to determine how many hours before they are first struck by the plague. The withering plague will cause the victim arm's, leg's, head, and body to wither away so they are useless to use. A leg or legs will force the victim to fall and it will be impossible for them to move no more than 5 feet per round, if both legs are withered away then they will have to use their arms to drag their body around. When their arm or arms are withered away then the victim will not be able to hold any thing. The victim will need to roll a dexituary, constitutation, if they make their rolls they recieve half permanent damage of 1d12, if they fail then they recieve full perminate damage. The only way to cure a withered limb is a greater healing spell by a cleric. When the victim recives the withering on their head, they need to roll a wisdom and intellengence check. If they make their saving throw the victim will have 1d20 rounds before their brain stops to function and they die. If they fail their abilities checks then they will have 1d4 rounds to live. When the withering effect strickes their chest and stomach area, the victim will need to roll a d10 to tell how long they have to live. The reason is that their hart, lungs, and all internal organs will dry up and wither away: they victim will die with in the 1d10 rounds unless they have a greater healing by a cleric. The victim will be in great pain, if they can talk, they will moan very loudly and one can hear their pain. And see the pain in their face also, if their head is not being effected at the same time. This is perment damage, unless the victim can be healed by a cleric using a greater healing spell. The Withering chart below, this is how the Withering Plague will strike the victim. Once a withered limb is permanently damaged, a new roll will have to be made if the dice land on the same limb. A d6 roll is needed to determine what area will be withered away permanently. After the first d6 roll to determine hours, then roll a d10 to determine how long before each withering effect, then roll a d6 for body part (if a body part is rolled for a second time, a reroll is needed to determine a new area that is affected.) Rolls: 1. d6 for how many hours before the Withering Plague starts to effect you. 2. d10 roll for rounds between withering strikes effects. 3. d6 for body parts. Body Parts effected. 1. left Arm 2. Right Arm 3. Left Leg 4. Right leg 5. Head 6. Body Wizards/ Sorcerers or magic users who have a magic device or anti magic spell will be able to stop the magic enchanments of the plague. But they will still breat in the spores or if they touch or they are touched by a plague victim or plague carrier, will need to be headled by a greater healing spell by a cleric. If they don't the plague will become active once the spell effects have stopped working, and they will need to roll a DC fortitude of 20 not to become a Withering Plague carrier.The Withering Plague also effects negitive plane creatures, and living undead can become carriers. |
| redhase06-01-06, 09:14 AM | The Fire Plague Lore: The Fire Plague is said to be started by a Necromancer named Vetron who wanted kill an enemy wizard she hated, she made the plague just for him. It is tol dby the stories of old that Vetron sent a messanger to her hated enemy named Terol. When the messanger arrived with the messsage and gave the scroll to Terol, the spores from the Frie plague attached them self to him. Two days latter Torel burst out with fire coming from inside his body. The messanger turned out to be a Fire Plague carrier and spread the Fire plague to Torel and others along his traves to Torel's tower and return. After the messanger returned, he was turned into a plague skeleton for his service. Infenction: the fire Plague can be contacted by air born spores that can be breath in or by attaching them selfs to a victim, a plague carrier gives off (in a 25 foot radious.) The character or npc who comes in contact with the Fire Plague will need to roll a DC 20 fortitude save. A fire based creature that makes their save will not become a Fire Plague carrier, but if they fail their save they will become a Fire Plague carrier with no other effects. If a non fire based creature makes their saving throw, then they will become a Fire Plague carrier. If they fail their saving throw then other effects will happen. A Fire Plague victim that fails their saving throwwill not feel any different than they always do. The victim will have the Fire Plague incubate for 48 hours, during this 48 hours the Fire Plague will reproduce the spores, (roll a d12 for every day, for 2 days.) After the 48 hours time peroid is up, the victim will feel a burning sensation as the spores start to heat up. One spore will do 1d10 damage per spore, a dice roll to determine where the spores are in their body will be nessary to determine what area of the body has internal fire damage. 1. left arm, 2. right arm, 3. left leg, 4. right leg. 5. head, 6. body trunk. Their can be more than one spore per body area. Undead can be affected as well, the spores will attach them selfs to bone as well, and can damage living undead. creatures that are immune to the plague are not affected, but will become plague carriers, and negative plane creatures are affected by the Fire Plague also. cold based creatures recieve double damage from the fire spores. The cure for the Fire Plague is being healed by a greater magical spell by a cleric. The greater magical healing spell will rid the victim of the plague. Wizards/ soecerer's or any other magical using being using antimagical spell or device will be able to stop the magical part of the plague, but when the spell or device ends then the magical part will take effect and they will need to roll a Dc fortitude 20 saving throw. |
| redhase06-02-06, 11:22 AM | Ice Plague Lore: The Ice Plague was said to be started by Kris'Star The Shadow of the Night, One of the three leaders of The Dark Triad. Kris'Star made the Ice Plague to to kill the wizards of the Wizard Cintirium. Kris'Star found ways to kidnap lower wizards from the cintirium, and give them they Ice Plgue so their master would catch the plague.The Ice Plague killed a few of the powerful wizards in the cintitium, and the Ice Plague spread from their. That is the story from the view of the wizard Cintitium, but the true facts are not really know of how the Ice Plague started. Kris'Star never said if they started the Ice Plague, but just gave a slight evil smile when asked, and siad that if they did start the Ice Plague they would never tell. Infection: When a character or npc comes in contact with a Ice Plague carrier or Ice Plague victim, The spores of the Ice Plague will enfest their body (20 foot radious.) The character or npc will need to roll a DC fortitude check of 20 not to catch the plague. If they make their saving throw they will need to roll a DC 20 fortitude check again not to become a carrier of the plague. If they fail their saving throw then they will become a plague carrier, (the same 20 foot radious applies.) If the character or npc fails their first saving throw then in 1d20 hours the character or npc will begain to feel slightly chilly all the time after the 1d20 hour roll. The Ice Plague spores will strike in 1d4 hours after the 1d20 roll. The character or npc body will grow very cold fast, (after the 1d4 hour roll), they will have to roll their fortitude saving throw every 3 rounds, when they fail their fortitude saving throw; they will become permanently frozen. Everty time after they make their fortitude saving throw every 3 rounds, the character or npc will recieve 1d12 cold damage to their body. They will continually recieve 1d12 cold damage every 3 rounds untill the character fails their saving throw or they have a cleric cast a greater healing spell to cure them. While they are in this condition others can catch the Ice Plague. When the character or npc is frozen solid any loud noise or being struck by an object will shatter the frozen character or npc into hundreds of small pieces. A sound attack roll of 14 or higher will shatter the frozen character or npc, along with a loud noises, such as a noisy passing wagon, or being struck by an weapon. The character or npc will need to be handled carefully or pieces of them will break off. And anyone touching a Ice Plage victim that is frizen wiil need to roll a fortitude check not to catch the plague, and anouther not to recieve 1d10 cold damage per round (that the frozen Ice Plague character or npc is frozen and others are carrying them to move them.) If they make theie second fortitude check then they recieve half cold damage. Fire creatures recieve double the damage for the cold effects they have on them. Creatures of the negitive plane are effected by the Ice Plague also, along with Living undead. Wizards/ sorcerers and other magic users who have anti magic spell or other such spells, once the spell runs out they will need to make a Dc fortitude check of 20 not to catch the plague. |
| Eglentyne06-03-06, 02:56 AM | I see you made things Redhase that are interresting in ways. The plagues you make are something to think about, but if they are released how many will suffer? Is these made for to take over other people lands, or something that is for you only. Plagues are in wolrds, but usally made by nature. Interesting ideals though. Maybe you will say more about the plagues and how you make them. I not think of plagues before, it seems that they can be a weapon in ways. |
| thasis06-03-06, 03:01 AM | The plagues are used for tyrants, mad-mans, villans, demons, etc. For the folk of evil. |
| Eglentyne06-03-06, 03:34 AM | So far I see you make these: The Medusa Plague The Ferryman's Plague The Blooding Plague The Cyst Plague The Withering Plague The Soul plague The Fire Plague The Ice Plague Plague Carrier animate plague or poison dead If they are used by the folk of evil as thasis says, then what other plagues you make? you think of a plague that makes flesh fall off while they alive, this seems a bad way to die. something like the plague Job had, like a lepersey plague. interesting ideals, plagues are, but dangerous also in ways to you if not careful. Why not make plagues out of nature plagues, like mad cow or other nature made plagues. |
| thasis06-03-06, 04:08 AM | Because this is D&D. D&D is fantasy, made for magical stuff. But of course creating real plagues would be intressting, just not as cool as magical stuff. D&D is ment as an escape not a reminder ;) :P |
| redhase06-03-06, 05:09 AM | thasis: Because this is D&D. D&D is fantasy, made for magical stuff. But of course creating real plagues would be intressting, just not as cool as magical stuff. D&D is ment as an escape not a reminder Some plague ideals that have came to me are things like the mad cow, that would make victims lose their intelligence, wisdom, constitution, dexitary, and would make them become a useless to them selves and others (good way to take care of hated enemys.) Or in the case of a flesh plague. Something like the lepersy plagues of today, except that the plague will make your flesh fall off in small pieces: then once you die your body turns into zombie or skeleton. other ideals I have made into plagues are transformation plague. Plagues that transform the victim into a creature, such as a deer, cow or other animal (your character can't hold a bow or sword if your changed into a cow permently). Shounds like a good plague to use on tree huggers, change them into animals, then kill them and eat them. Yum, Yum freshly cooked deer steaks. D&d plagues are so much better than true life plagues, you can do so much more and at the same time have fun at it. |
| jagggar06-03-06, 08:34 AM | From what I understand, lepersy doesn't actually make your flesh fall off. It makes it so you don't feel pain, so you could cut yourself badly and not realize it. Since you don't feel anything, you don't do anything about it, and it'll probably wind up infected and stuff and then fall off. |
| thasis06-03-06, 04:06 PM | Mmm... no... lepresy makes you flesh fall off. I'm pretty sure about that. I did some research for my Lepereous Defiler monster (which I made a Lepresy Disease for) |
| jagggar06-03-06, 04:20 PM | In addition, approximately 95% of the population is naturally immune. Huh. A chronic, mildly contagious granulomatous disease of tropical and subtropical regions, caused by the bacillus Mycobacterium leprae, characterized by ulcers of the skin, bone, and viscera and leading to loss of sensation, paralysis, gangrene, and deformation. Also called Hansen's disease. So, I'd guess it's actually the gangrene that makes stuff fall off. Quotes from various parts of Answer.com's entry. |
| thasis06-03-06, 04:26 PM | Mmm... I see... and yes, at this point and time 95% of the population is immune (do to genetic and the stuff) since we already went through the plague and got a genetic immunity (atleast most of us). Back in the medieval era 95% of us weren't immune though. |
| redhase06-04-06, 10:45 AM | thasis Mmm... I see... and yes, at this point and time 95% of the population is immune (do to genetic and the stuff) since we already went through the plague and got a genetic immunity (atleast most of us). Back in the medieval era 95% of us weren't immune though. Yes and no in some ways Thasis, this is why. take the amthrax varis for instance, the U.S and USSR and Chinese and now other countires made it s super virus by experminting with it. The US stopped makeing the super amthrax verson, the old USSR and Chineses did not and made different versions. Now with what I'm doing, each plague could have a different base poison use each time and if you servive the one, you might not survive the other. It's the same ideal make a super virus plague with different poison bases. if your ansisters sirvive say a rotting plaue I make, and then in 50 years relase a different version with a different base poison, your immunity will not proctect you from the new poison magicaly enhanched plague with the same effects. lets just say that I will make the same plagues, but with different base poisons, so your character can not build up an immunity to the different version of the same plague. Kind of like the amthrax super plagues the Ussr and chinese made, you add this and that and do this, it makes it the same plague but you can't build up an inmmunity to the different version of the same plague. If i remember right the USSR and the chineness made about 5 to 10 different version of the infuleniza plague and each one was a little different( but each one is very deadly, and you can't use the same cure for every version). I remember seeing this on the discorvery or learning channel about plagues and what different countires had tode to them I will post different versions of the same plague with different base poisons and different magical enhanchments. I have different version to write up the base plague are here allready, I just need to use different base poisons and different magical enchanments to make them different. Lets see characters build up immunites to the different version. |
| thasis06-04-06, 09:07 PM | This is very true. I'm just talking about the base plague though, they can have immunities built up to them. If you modify them though, they can definitly be effected again. |
| Lady Rolindin06-04-06, 10:55 PM | thasis: This is very true. I'm just talking about the base plague though, they can have immunities built up to them. If you modify them though, they can definitly be effected again. From what I can see about the plagues redhase, thasis is right about the immunities. The way I see what your doing is thus; The plagues will most proubaly have to have the same base disease and then have different poisons magical infused with them to make them different but almost the same. I could be wrong, it's a guess. That's the way if I was to make a plague would do, but i have no intrest in magical plagues. I kind of like leaving the diseases along and let them be. but making the items you make it kinds of suits your style. why make super plagues out of diseases, for get I asked. I known you too long to try and figure it out, you like more evil style craetions. Don't kill your character in making the plagues, it can happen if your not careful. Just one of the dangers of making them. The Medusa Plague is something that is interesting, that one must have had a lot of magic spells to make. do post the ways made though. I do agree with Thasis about if their changed, they would be just as deadly as the orignal plague. Please do try to keep them in your area. |
| Eglentyne06-08-06, 07:20 AM | I see new things posted and I think i need to make new thinks and put them in the guild. I will start to make things again. why you make plagues redhase, you plan to kill everone. |
| thasis06-08-06, 10:13 AM | Well the most obvious reason to create plagues are that they are both intressting and deadly. Since she is primarily evil I'm pretty sure that plagues suit into the "I'm going to destroy those in my path", especialy when everything in your path is everything not GoUE alignned ;) |
| Eglentyne06-08-06, 09:06 PM | Maybe i should make plague that changes aligments of characters and smells really nice like roses. then have all evil characters become good, it could only effect evil characters. maybe or not, just keep your things in your area den. I thinking about gem sword to make then. why amamar no come here as much. we need to here from others in guild too. frosty raven hart are you still here. |
| thasis06-08-06, 11:48 PM | There is no reason not to post the plagues here, as this is a neutrul thread (hence accepting both good and evil), and a magic thread (which the plagues are), so yes, the motivation is evil, but it pertains to this guild. |
| Frostbite_Ravenheart06-09-06, 10:04 PM | There is no reason not to post the plagues here, as this is a neutrul thread (hence accepting both good and evil), and a magic thread (which the plagues are), so yes, the motivation is evil, but it pertains to this guild. The Council of the Archmages accepts peoples of all faiths, oaths, creads and alignments...so long as you are willing to accept the tyranical tactics of black-mailing, bribing, lying, cheating, backstabbing and swindiling used in the diplomacy and politics of the CoA. -Frosty |
| thasis06-10-06, 12:27 AM | What would the CoA be without tyranical tactics of black-mailing, bribing, lying, cheating, backstabbing and swindiling used in the diplomacy and politics. :D :P |
| redhase06-10-06, 08:07 PM | thasis What would the CoA be without tyranical tactics of black-mailing, bribing, lying, cheating, backstabbing and swindiling used in the diplomacy and politics And don't forget kidnapping family members. It helps to get votes to have an advanantage in some ways. tyranical tactics work every time. let the coa games begain again. |
| thasis06-10-06, 09:44 PM | *kidnaps Redhase's mothers uncles dog* HOW DO YOU LIKE THAT! HA! :D |
| Frostbite_Ravenheart06-10-06, 11:51 PM | Speaking of Politics... What do you guys think of this new "Guilds and Kingdoms" thing or whatever located here (http://rpol.net/display.cgi?gi=16453&gn=Guilds+and+Kingdoms+(DnD+3.5)&threadnum=6&date=1149992397) Reason I have to ask is...I will keep this thread open as long as their are two archmages to hold a discussion but I absolutly, positivly refuse to bring a weak incarnation of the Mighty and Ancient Council of Archmages into any aspect of this Inter-foundation Guild War. Honestly, I would rather keep the CoA out of any IFGW than have it join one and not be a dominating power. I dont care how we take power and I dont care how we keep it. But I won't start up the CoA on any other message board or thread or guildhouse or whatever unless it has a significant, dedicated following...which...I'm not too certin it has right now. So I'm just curious...if the CoA were to expand itself to another message board/thread/forum/guildhouse/ect/ect how many of you would follow there? -Frosty |
| Dyne06-11-06, 12:13 AM | Reason I have to ask is...I will keep this thread open as long as their are two archmages to hold a discussion but I absolutly, positivly refuse to bring a weak incarnation of the Mighty and Ancient Council of Archmages into any aspect of this Inter-foundation Guild War. That's why, over there, I have it called the Arcane Order. I figured, if the CoA wanted to make a showing, one could just say all the PC's are elite members of the order, making up the ruling body known as the Council of Archmages. |
| Frostbite_Ravenheart06-11-06, 10:32 AM | That's why, over there, I have it called the Arcane Order. I figured, if the CoA wanted to make a showing, one could just say all the PC's are elite members of the order, making up the ruling body known as the Council of Archmages. I really appreciate that Dyne. I was actually going to ask you what was up with the Arcane Order over their but I didn't have access to post. Are you guys going to start granting permission to post over their yet? -Frosty |
| thasis06-11-06, 03:24 PM | Mmm... I'm allowed to post, but I'm a GM, so I dunno if we're going to be accepting new members. Dyne? Also, I am technically a member of the CoA, and I'll continue on being an Arch-Mage over there. |
| Aramar the Black06-12-06, 02:09 PM | why amamar no come here as much. Number one: I can only get realiable internet access for a couple days during the week, usually. Number two: I have been slammed with work last week and this week. I just spent 40+ hours at work over the last four days. My free time is used for eating, sleeping, and making sure my sanity is still in check. And before all that was school, which I think speaks for itself. :) |
| Lady Rolindin06-12-06, 07:46 PM | what time you have you have Aramar is yours, and It is the same with me I have to spend what time I have. But we all have our time that we have to decide how to spend. it does seem that the coa is staying active with all of Redhases's things she making and it does seem the guild is leans one way then the other. by who ever makes things and introduces them. but mostly all of us in the guild are doing our own things, The other guild The Arcane Order sounds interesting though. |
| Aramar the Black06-13-06, 08:26 PM | Higher level Poly-Dimensional Runes Runes are curious. Simple, 2-D figures and symbols that manifest a particular magical effect. Because of their apparent rarity and obscurity, they must be more than they seem. To one trained in the arcane arts, the first thought that comes to mind is that runes are restricted manifestations of a triggerable poly-dimensional magical effect, which has an amount of mental, geometrical, and magical powered stored within it. Thus, even were a commoner to doodle a rune by happenstance, it would do nothing; at best the tiniest hint of its potential powers. Herein lies the question: If runes are poly-dimensional effects, manifesting through a dual-dimensional portal, then would raising the number of dimensions of the portal allowing for a greater, more true, manifestation of the desired magical effect? In short, increasing the power and effectiveness of the Rune itself. And not just added height and depth of the rune, but to give it a shape in a third dimension altogether. Like a circle into sphere, or a strip into a spiral. Perhaps, unfortunately for us, we are only 3-D spatial creatures, our view of space limited. At most, it seems that we could create a 3-D portal and no more, thus limited the practicality of studying such higher dimensional runes. However, if one decides to include time as dimension, then it would not be theoretically impossible to create a 4-D rune; with one of its shape being in time. Living Runes are the result, runes that are given a base spatial shape, but are changed subtle as time passes, whether from natural growth or accumulation, or careful tending by the creator. Of course, to gain true value out of this complexity, the creator of the rune would need a great mind for foresight, 4-D complexity, and a long life span or amount of time to devote to tending the growing rune. This, perhaps, allows us to peek into the magics of old aberrations; primarily the aboleths, who are said to work with many different kinds of glyphs. Living forever, having unusual minds, incredible intellects, and adopting the memories of all before them, it would not be hard for such creatures to create higher-dimensional runes and glyphs. By the way, is there any point for me to be posting in "Guilds and Kingdoms" or not? |
| Dyne06-13-06, 08:55 PM | By the way, is there any point for me to be posting in "Guilds and Kingdoms" or not? If you want to be part of the 15th-level game, yes. |
| Aramar the Black06-14-06, 10:20 AM | So, do I need to request access to post, or am I just missing the "Post Reply" button? |
| thasis06-14-06, 11:38 PM | Your account needs to be approved by a GM if I'm correct (atleast before you can post). |
| Lady Rolindin06-16-06, 08:55 AM | thasis Your account needs to be approved by a GM if I'm correct (atleast before you can post). So Thasis why don't you find out for sure and then let us know, it would be nice of you to do so. This would help since the game is going to be moved and I would like to know my self if we need to have the permission of the gm's to post on the site. if you would please find out. |
| Dyne06-16-06, 11:37 AM | So, do I need to request access to post, or am I just missing the "Post Reply" button? You need to send a Request To Join. State the name you want your character to have, and one of the GM's (AKA me) will add you to the game, allowing you to post, etc. |
| redhase06-17-06, 04:03 AM | has any one else heard of the telmiirkara neshyrr, what the telmiirkara neshyrr is this: a single high mage can transcend mortal limits and manipulate powers that otherwise would require a whole circle of high mages. the process lets a high mage use meta magic by them selves, something like the bloodline feats: but different. |
| Frostbite_Ravenheart06-18-06, 11:39 AM | Hello all - I've made a post over at the Shadows Breath & Blade thread about remaking the old alliance that the CoA and the SBB shared. It was actually just a secret alliance between me and the former guild-leader Kingside Bishop but we were going to eventually bring that out into the open and bring both foundations closer together. If any of you want to help with the exact details of the alliance or simply tell me its a bad idea you can post that here or PM depending on how personal you need to be. -Frosty |
| thasis06-18-06, 04:50 PM | I'm willing to help with the alliance and the details, though I wasn't part of the old deal so I'm not aware of the exact specifications previously set about. As to this foundation, can we discuss Vestiges, Truenames, etc here? I don't actualy have the book, I'm just more curious then anything. |
| Lady Rolindin06-18-06, 08:38 PM | I know the sbb can help in some ways, if their help is needed then use them and build an alliance. |
| Aramar the Black07-02-06, 02:20 PM | As to this foundation, can we discuss Vestiges, Truenames, etc here? I don't actualy have the book, I'm just more curious then anything. Actually, Truenames could spark interesting thoeries/discussions/etc. Truenames and arcane magic overlap in some places, seeing how trueanames allow for a mastery over the names object or person, and arcane magic is an attempted mastery or control over parts of the universe. Even in the book this overlap is highlighted, examples including Word of Death and Word of Blindness And shadow magic is its own fun venue altogether. Ecspecially since they presented another mixing class, the nocturnomancer, which blends arcane magic with shadow magic. has any one else heard of the telmiirkara neshyrr, what the telmiirkara neshyrr is this: a single high mage can transcend mortal limits and manipulate powers that otherwise would require a whole circle of high mages. the process lets a high mage use meta magic by them selves, something like the bloodline feats: but different. Please, elaborate. About the alliance, I'm fine with it, and when things get rolling somewhere, I'll help with the details, to whtever small extent I can. |
| Master_of_Sarcasm07-02-06, 03:44 PM | Aramar, perhaps you could enlighten me. Although Truenames sounds like a familiar concept, I know I don't know what that's all about. So, if you would, I'd love a crash course in Truenames. I feel a bit out of the loop. Oh yeah, and which book do we keep referring to? I think I entered this discussion a little late... And my last question: Who/What is the Shadows Breath & Blade? Thanks for indulging my confusion, folks MoS |
| turalisj07-02-06, 04:11 PM | Aramar, perhaps you could enlighten me. Although Truenames sounds like a familiar concept, I know I don't know what that's all about. So, if you would, I'd love a crash course in Truenames. I feel a bit out of the loop. Oh yeah, and which book do we keep referring to? I think I entered this discussion a little late... And my last question: Who/What is the Shadows Breath & Blade? Thanks for indulging my confusion, folks MoS Book Name: Tome of Magic SB&B: The reident assassin/thieves guild. |
| Aramar the Black07-02-06, 04:12 PM | Unfortunitly, I don't know too much about them myself, as most of my studies concern vestige lore or shadow magic. Nor do I have currently have my Tome of Magic on hand right now. The Tome being the book we are referring to, as well. Nor do I know much about the Shadow's Breath & Blade, as my concerns were always elsewhere. A quick glance, however, informs me that they are a nuetrally-aligned and honorable guild of Assassins, once headed by Kingside Bishop. The Reincarnated SBB thread can be found a short number of threads away, as the last posting was within a couple weeks ago. Or right here: Linky (http://boards1.wizards.com/showthread.php?t=492995) |
| Lady Rolindin07-04-06, 03:44 AM | I asked the question about the telmiirkara neshyrr: the same thing at the fr boards, mainly since there is no sorce as to how it works. heres what I learned by others comments. The Telmiirara neshyrr is a wizard or sorercer ritual that give them mnore power. the wizard or sorercer will have a celestrail, demonic, or other type template added to their abiliteis. The wizard or sorcerer will havr other mega feats added by the type (dm,s or gm needs to add what they believe for the cermony needs. this can very from gm to gm.) a wizard can have celestrail template with other mega feats added, and they lose some part of their soul. they gain other benifts from the kind of template chosen, and other mega feats and skills. I am working on different types of the template for the telmiirkara neshyrr ritual. If I post my template's tohers might not agree with my choise's, so why don't we make the template for the ritual. all of use could help to make the template, I would like too see what we could do. the first thing will be to post the regular template's celestrail, demonic and the rest of them. if any one wishes to start by posting one, I will look up the templates and the other mega feats and skills to add su and ex. i would like to help make a unitifed template with others that is blanced by it self and blanced by the opposing template. |
| Eglentyne07-10-06, 07:30 PM | so where do we start with the telmiirkara neshyrr, it shounds something fun to look at and do. |
| Aramar the Black07-11-06, 10:52 AM | I was reading up on the telmiirkara neshyrr page on the FR boards. The first question is whether transformation/advancement is handled like a PrC or just a template, or both. Then , depending on how detailed we want to get, we detail templates/bonuses acheived from binding with different kinds of outsiders. (Not just good/evil, but Archon, Devil, Eladrin, etc..) And my Tome of Magic continues to elude me. |
| Lady Rolindin07-11-06, 07:17 PM | the telmiirkara neshyrr to me should be treated as a prc class with the base being the type of outsider being you wish to contact. then add 1 extra bonus to 1st level, maybe 1 more to 2nd level. of course all prc out siders would have to have different abilities at different levels. this is what i can see as the prc templates types. air water ground demonic dragon celestrail would need a standard ability common to each race to be given as extra su ability at different levels. other types? |
| Aramar the Black07-11-06, 09:19 PM | Alrighty..last post here before the new boards come up.. Other outsider types; pick and choose: Iridescient Arcane Fire Gravity Chaos Law Shadow Ice Magma Ooze Metal Wood |
| Lady Rolindin07-12-06, 07:38 PM | a thought came to me that we could use the blood line feats, I some ways also. to me because the temiiara neshyrr the character or npc will have to give up part of their soul to become what ever they choose, demonic, dragon air, or other. we could use some of the feats from the complete arcana also like: for dragon telmiirkara neshyrr draconic breath draconic legacy draconic power draconic presence draconic resistance draconic skin and for fire tyes explosive spell feat others? others inate spell fortify spell is ther other feats that you can think of that, we could compile a list for each and then decide which ones at what levels. the character or npc's would have to be atleast a archmage possable first, maybe? what all 5 levels arcmage then the telmiirkara neshyrr after? look at the list and write down any mega feats or spell like abilities you belive that would help that subtype. we could use the sub types from the bloodline feats. Arcane Ancestry -------------------------------------------------------------------------------- Aramar the Black, this is from the dragon magazine sep 03, Bloodline feats. gain feats if you don't allready have spells memerized, must be that type of creature ansister. as posted by redhase air bloodline feat, bonus spells (1 to 9 are spell levels extra for blood feats) 1. obscuring mist 2. gust of wind 3. wind wall 4. shout 5. telekinesis 6. controll winds 7. ethereal jaunt 8. summon monster vIII (elementals and outsiders with the air sub type) 9. freedom Celestial blood line 1. protection from evil 2. daylight 3. magic circle against evil 4. rainbow pattern 5. dismissal 6. guards and wards 7. sequester 8. sunburst 9. summom monster IX (good outsuders only) benfit you can cast light 5 times a day as a spell like ability Draconoc bloodline 1. comprehend languages 2. darkvision 3. proction from elements 4. fear 5. mind fog 6. true seeing 7. vision 8. mind blank 9. dominate monster bonus dragon sight earth bloodline 1. enlarge person 2. shatter 3. keen edge 4. stone shape 5. transmute mud to rock 6. move earth 7. statue 8. iron body 9 summon monster IX (elementals and outsyders with earth subtype) Fey blood line 1. detect secret doors 2. glitter dust 3. tongues 4. hallucinatory terrain 5. seeming 6. mislead 7. sequester 8. otto's irresistible dance 9. wail of the bansheebonus +1 on all saving throws fiendish bloodline 1. protection from good 2. darkness 3. sepia snake sigil 4. bestow curse 5. nightmare 6. mislead 7. insanity 8. maze 9. imprisonment fire blood line 1. hypontism 2. pyrotechnis 3. tongues 4. fire shield 5. cloud kill (smoky cloud like a fire would make) 6. summon monster VI ( elementals and outsiders with fire sub type) 7. delayed blast fireball 8. sunburst 9. meteor swarm bonus base speed +10 there's more. this is part of part 1, will find time to post the rest and part 2 __________________ |
| Xen15507-14-06, 10:06 AM | Do you have to take levels in the bloodline or is it a template and as you gain levels you also gain these abilities? And as I cast my eyes slkyward I see a suggestion that the CoA be allied with the SBB, seems a little shiffty to me (but Im of no importance). |
| Lady Rolindin07-15-06, 03:09 AM | no you accualy get chaned into that type of blood line, the blood line feats are the types that should be look at. as for having to take the blood line feats, no your character could take them earlt on in their lives and when they do go through the telmiirkara neshyrr. the rutial would change you even futher into that type of being. but if you choose another type you will lose your blood line feats. The blood lines are to be used as the types of different kinds of telmiirkara neshyrr, once you are transformed at first level you get some mega magic benifts. such as the exsample of the Celestrail, or demonic you give up part of your soul but gain some benifts from the type. That is whatI'm trying to make is a prc template with 5 levels like the arch wizard prc template. I have looked at the unearth arcana also and have written done some ideals that could work with the prc templates. I just would like tothers to add their ideals and come up with added powers per level that a group can agree with. then make every telmiirkara neshyrr prc template blanaced so no template is more powerful than the other ones. as far as the blood lines, it could help to know your blood line. because if you don't: say your a sorcerer and have demonic blood line and you choose a clesetrail prc templateTelmirkara neshyrr, you lose your demonic blood line and become a celestail blood line and gain some of their powers (based off the celestail template with added mege feats (su, extra benfits). like the unearth arcana says, you lose the one from your ansestiers to become another type. as for the coa allied with the SBB, I have no proublem with that. this could help arch wizard to become more powerful, be it that they chose celestail, demonic, or other type of prc telmiirkra neshyrr template. fire would be kind of fun to try. |
| Aramar the Black07-24-06, 01:35 PM | Interesting. I would like to note that this is probably the third time someone has given me the bloodlines from Dragon. And thus, if such things are for my benefit, the person suppliing thme need no longer give the entire list, but merely give the reference. Ideas are forming in my head. When I get time to work again, I'll see if they want to come onto paper. As it lies, I would also like to point towards Szatnay's Ultimate Sorcerer and the Bloodlines from WotC's Unearthed Arcana (right?) as places for inspiration. |
| Lady Rolindin07-25-06, 03:49 AM | Aramar I did look at the blood line feats in the Unearth Arcana also, We might be able to use both of them and make a some what list between the two blood line feats. I believe we can use multipal sorces to make a prc class for all the different types of prc classes. I have been thinking about ideals too, and starting with a celestral template is the 1st place to start, then add some different abilities. whitch abilites, I'm still writting down possibilites too add, to the first level and second level and third, and forth and fifth level. so many choices to make, with out trying to make the character more powerful than the other templates. This is something that needs to be done anyway, for other players will ask their gm or dm to use the telmiirkara neshyrr on their characters, like one of mine has allready. I do like the ideal of a template that all of us can use, and make together. this way we can chech each each other, and help each to make a fair and balanced template prc class. |
| Aramar the Black07-25-06, 10:56 AM | We may well end up walkig into well-treaded territory when we create the features of the celestial and elementally infused telmiirkara neshyrr initiates. There are countless "elemental diciples" PrCs out there, many dealing with tranforming or reaching incrediable affinity with a chosen element, and Dragon #321 presented the Infused PrC, while basically dealt with bonding with a celetial creature (different benefits for different ones) throughout a 10 level PrC. |
| Lady Rolindin08-05-06, 07:03 PM | It does seem that others have made prc classes for thr different kinds of elemtals Amarmar, is any close to the telmiirkara neshyrr is the question. or does some of the template's need to be tweeked in some ways to reflect the telmiirkara neshyrr better? |
| Aramar the Black08-07-06, 04:59 PM | None of them duplicate the concept we are going for, but, all in all, I think they cover the whole "binding with an outsider" bit. Our job then becomes tweaking to cover all possible outisders (that we wish to make possible), and to remove some features, lessening the bonding emphasis, and adding the mystical, epic, arcane abilties that the telmiirkara neshyrr involves. |
| Lady Rolindin08-08-06, 07:15 AM | what to do then, might be choisng the types of to use, celestrail, demonic, draonic, and other. then maybe look at templates and then make a list of all options and choise what feats, skills and other abilites to add to the templates chosen I guess. should we try to put a list together and then decide what goes where. |
| Aramar the Black08-08-06, 11:35 AM | Aye. But then again, I know little of the telmiirkara neshyrr, and what it entails. If the plan is have a 5-level PrC, then perhaps we needn't even look at all the other classes too closely; all the actual bonding part might involve is an aura (or other special abilitiy), ability bonuses, and some sort of other cosmetic (maybe mechanical) change. Now that I think about it more, I get the feeling that the emphasis should be on the magical abilties gained. But, like I said, I know little, and could be wrong. |
| Lady Rolindin08-09-06, 10:12 PM | I don't know about the prosess my self, just what is in the books. I can look at what powers he gains and try to figure them out. or post them here, so we can determine what they are. as for they classes it will help to have 5 levels for the class, and then use a base such a celsetral, demonic, dragon and others. I will look at the books again and try to figure the powers out. |
| Lady Rolindin08-29-06, 09:28 AM | I do wonder about the book and what powere the process could give. I will think more about it and thencome back with something to have you look at. Aramar The Black you can come up with something and we can compare them and see how we could combine the two. |
| turalisj08-29-06, 10:31 AM | Say Rolindin, english wouldn't happen to be a second language for you, would it? |
| Aramar the Black08-29-06, 05:43 PM | With luck and perserverence, I should hope that I will have something to show by next week at the latest. (If I'm lucky, I'll get to show even sooner, but that depends on the weather. Pray for rain.) |
| Lady Rolindin08-29-06, 09:17 PM | turalisj Say Rolindin, english wouldn't happen to be a second language for you, would it? English is my first Language, I like other's type too fast some times, and don't stop to think about it. Yes I have learned other languages, that might have some influance on my writting ability in english. Who knows it might or might not. I will work on my part too Aramar the Black, It does seem that I have alot of choices to make as far as abilities to look through and then choise. First Aramar I think we should decide on the template to use Celestrial, or another template to make first; then compare and decide how to combine the two. |
| Aramar the Black08-29-06, 10:13 PM | First Aramar I think we should decide on the template to use Celestrial, or another template to make first; then compare and decide how to combine the two. Could you rephrase this, please? |
| Lady Rolindin08-30-06, 08:31 AM | First we both need agree on a template of the same kind. The next step is for both of us to make the template. the next step is to post them (onced finished). the next step will be to agree on what to keep and take out from both. the last step is too make a combined template of the two. witch one would you like to use first? Celestral demonic. earth, fire other? |
| Aramar the Black09-01-06, 04:20 PM | How about celestial? The origin of this project came from a celstial example, so let's start with that. (3-day weekend! i might get work done!) |
| Lady Rolindin09-04-06, 09:24 AM | Triskar comes to the front door to the coa nd waits till they let him in. Triskar then goes and looks for Aramar the Black and Rolindin the dwarf mage. celestail sounds good Aramar. |
| Lady Rolindin09-05-06, 06:24 AM | Rolindin comes out and has one of her assistant to have him go to where sheis. Rolindin listens to Triskar: then thinks for a moment. "Aramar the Black is not here right now, But come with me and I'll see what I can do to quench your thuirst of knowledge." Rolindin then opens her door and lets him go in and then closes the door. Inside "Triskar you need sleep, I don't go rest and I will see what I can find, once your rested you can study the books, I find then with the things you have question about." Rolindin has one of her assissantance's to show him to a room, leaving triskar to think. He knows he's tired so he takes the room and soon finds him self sleeping. |
| Aramar the Black10-03-06, 07:10 PM | Alright, here's a primary sketch of a (celestial-based) telmiirkara neshyrr PrC. Bonding with a celestial in pursuit of more arcane power is not a commmon undertaking. Often, possible candidates are not chosen, but rather appeal to various outsider spirits for aid and power. The result is something different the the Infused, who bond in multiple aspects with their outsiders, for the telmiirkara neshyrr initiates recieve understanding and power in more arcane forms, rather than emulating their bonded outsiders. HD: ?? Saves: Will Good, Fort/Ref Bad? Ability table (by level): 1. Spell-like abilities, Moral obligations 2. Lace Spell, Physical change 3. Arcane Sight, Tongues 4. Spell-Like abilities (Domains), Arcane Blessing 5. Evolved Mind, Physical Change Spell-Like abilties: At first level, the TN Initiate receives a small number of their bonded celestials spell like abilties, usable for the same number of times per day. At fourth level, the Initiate may choose one domain, as is approriate for their moral outlook or lifestyle; they may cast each spell of that domain twice per day as a spell like abilty, given that they are of the requisite level. Moral Obligations: Should the Initiate's alignment drift to far from that of their bound celestial, or they repetedly engage in acts which the celestial finds unapprovable, the initate may lose thier bond, and thus thier power. Lace Spell The Initiate gains the approriate Lace Spell feat, as described in the Complete Book of Eldritch Might for free. Arcane Sight, Tongues: The initiate has the abilties presented by these spells endowed permenently upon them. Physical Change: Through the channeling of the celestial's power, the Initiate undergoes slight physical changes which have no real game effects. These changes might include a color change of the eyes, hair, or skin, sound of the voice, definition of the skin and muscles, or amount of body hair. Arcane Blessing: The Initiate gains a permanent +4 bonus on their Spellcraft checks, as well as a +1 caster level. Evolved Mind: The mind of the Initate becomes more complex, potentially allowing one to understand Dragon Magic, Giant Magic, Song Magic, Ancient Speech, or maybe even Aboleth Glyphs. Esstially, if the requierments to perform any of these types of older of complex magic includ racial or feat requirement, the Initiate may ignore such requirments. They must meet any other requirements, however. |
| premier66610-05-06, 07:19 PM | Hi people. I was passing trough and decided to take a look on how things are going. Anybody willling to tell what's been happening? (In the council and the guild house itself) BTW, I think this telmiirkara neshyrr PrC should have the cleric BAB, and will and fort as the best saves, as it doesn't seem to have strong enough spells to be worth a bad BAB. I'm not sure if should be a d6 or a d8 for the HD tough. I removed the "I'm black mage Archmage of Black magic" off my sig, since I stoped posting here. I'm not sure if I'll be back to stay yet, so I'm not gonna put it back. |
| Aramar the Black10-05-06, 10:22 PM | Yeah, I realized as I was posting the PrC that I hadn't even thought of the vital stats yet. The saves and BAB suggested seem reasonable. Another thing I forgot to post with it: This class should most likely gain a continued spellcasting progression. This may affect your reasonings. I can't speak for the Guild House as a whole, as I have excluded myself from all but the FDF and the CoA. Here, discussion (and attendence) filtered down until it was only myself and Lady Rolindin remaining to make noise, and we talked about the telmiirkara neshyrr, and even that started to die. The latest talk form other members (a while ago) was about the alliance between the CoA and the SBB, and before that, I believe we discussed redhase's latest disease creations. Note this; if any member of the Council should leave in good stead, then their title is reserved, unless they should relinquish it freely themselves. |
| premier66610-06-06, 09:19 PM | Hmm... If it's a full divine progression then it The BAB would be more like the sorcerer, if it's a half progression I'm unsure if it would be needed to tone i down or keep the cleric BAB. So the CoA is mostly empity. I think it was getting like this when I left. Thats bad. |
| Xen15510-09-06, 03:24 PM | I think that the Cleric BAB was a little iffy based on the fact that cleric training has the opportunity to be the most varried, we always house ruled it based on what church the person was from and what type of background they had. Half progression I say keep it the same, full, definently tone it down. As to the seeming lack of people, thats the way of arch-mages, we got alot of stuff going on and little time to discuss them. ;) (My Marketing Fundementals Teacher [who is standing over my shoulder] suggests that if it was important enough we would all be here.) |
| Aramar the Black10-10-06, 07:16 PM | Ah, but we can't be everywhere, can we? At least it's a sign that we all have lives. And your teacher can't see it, but I'm waving to them right now. |
| Frostbite_Ravenheart02-14-07, 10:13 PM | As Old Frosty walks up to the once-magnificent looking castle, he begins to shudder as the sky grows darker and the cold wind begins to blow. The castle is unbelievably large structure that sits at the top of a small mountain and overlooks a vast, violent jungle. The architecture is reminiscent of a time before human’s ruled the earth; it is as unique as it ancient... The castle is dotted from side to side with towers both big and small. As Old Frosty walks closer he begins to smile at some of the familiar, large and absolutely genius glass work on several different towers. The glass work is so incredibly done that one can follow stories of powerful wizards and mighty demons. However as Frosty grows closer he notices that the castle seems strangely empty. While some of the magically enchanted glass retains their shine, the rest has become dull, cracked and even destroyed in some places. The once vibrant walls are filled with cracks and burn’s and tell a story of death and war. The absolutely gigantic doors that paint a thousand stories of the worlds mightiest mages are open. “In the name of great gods…what’s happened here.” Frosty whispers to himself. “These doors are never left opened…” Almost afraid to enter what has been his home for a millennium, Old Frosty raises his hand and shouts arcane words. The dark hallways are filled with light but they seem any friendlier. Old Frosty precedes to the old council chambers, he crawls over corpses and staircases and hallway’s that are filled with giant web, vicious gas’s clouds, puddles of black, bubbling blood and other remnants of arcane warfare. As he enters the room where the most powerful arch mages used to meet, he notices the strong smell of sulfur in the air. Old Frosty walks over to the three individuals huddled in the corner and say’s “What the hell have I missed here?” WOW! It's been a while. I'm surprised this thread's even here. I'm even more surpised that there are those loyal to this group after so much time, even if it's been awhile since there's been a post here. I'm extraordinarily lost. I cannot seem to find my way around this guildhouse anymore. I understandly clearly that it hasnot taken the direction I preached a long while ago. But I am lost. -Frosty |
| turalisj02-14-07, 10:24 PM | Well, we've got one idiot starting a pair of stereotyping guilds. Other than that, it's slowed down a bit. |
| Dyne02-14-07, 11:38 PM | Well, we've got one idiot starting a pair of stereotyping guilds. Other than that, it's slowed down a bit. Idiot? That's not nice. And no, not much has happened here lately. The GM's pretty much disappeared, abandoning all hope in the IFWG. And things just pretty much died. |
| Demonfey02-14-07, 11:51 PM | Frosty! They forgot to mention the Legends of the Guild. Less warlike, less guild oriented, more roleplay and combat. |
| Dyne02-14-07, 11:54 PM | Frosty! They forgot to mention the Legends of the Guild. Less warlike, less guild oriented, more roleplay and combat. Ah yes, our new sub-forum. Orcy has started his own game that sortof replaces the IFWG, and I'm starting my own campaign as well. My game takes place in Stormhand's past, before he became evil, and it sortof puts into more detail his background and history (by basically playing through it). Should be interesting. I'm also planning on putting in some references to the "good old days," which us old timers should get a kick out of. Hopefully. |
| Aramar the Black02-15-07, 12:10 AM | I'm also planning on putting in some references to the "good old days," which us old timers should get a kick out of. Hopefully. I think I'd enjoy any reference. Speaking of references, anybody know how Sculy is coming along with his book? |
| Dyne02-15-07, 12:16 AM | I think I'd enjoy any reference. Speaking of references, anybody know how Sculy is coming along with his book? Sculy's making a book? Anyway, are you still planning on being the librarian, Aramar? Or would you like someone else to take over that charge? |
| Aramar the Black02-15-07, 12:30 AM | I believe Sculy has a book; maybe it was supposed to be hush-hush :blush: I am full willing to be the Librarian; though I currently can't run things as well as I'd like. If someone else wants it, then they may try, but I'm fine. By the way, anyone have knowledge of Java Script and/or HTML? I meant to get a Library website up outside of FreeWebs, but I lack the extended knowledge of page design. |
| Dyne02-15-07, 04:31 AM | I posted a new alchemical item at the Stormhand Federation, go ahead and take a look. Though if I have to, I'll probably just repost it here. |
| Aramar the Black02-15-07, 10:42 PM | Nah, I've got to go and look around for any other items that might have been postd since I last did an archive update. I'll go take a look. |
| baerdith02-19-07, 08:14 PM | Wow, people are still here? I thought this thing died a semi-dignified death 2 years ago?? |
| Demonfey02-19-07, 08:16 PM | No, it was just put in cryo until a transfusion could be found. |
| Aramar the Black02-19-07, 08:38 PM | So long as the members live on the, so does the soul of the Council. Only the "material" manifestions pass. |
| baerdith02-19-07, 08:39 PM | That's deep man, deep.:cool: |
| turalisj02-19-07, 08:50 PM | That's Aramar for ya. |
| Dyne02-24-07, 01:42 PM | I suppose I should repost my smokepowder bombs here, for reference: Smokepowder Bombs These grenadelike weapons follow the same rules as the bombs in the DMG, unless otherwise noted. This round smokepowder bomb must be lit before it is thrown. Lighting the bomb is a standard action. With a standard fuse, a bomb explodes the round after it is lit (at the end of the character's turn), giving enough time to light the fuse and throw the bomb. The explosive deals fire damage to those caught in the blast radius, which can be reduced by half with a successful Reflex save (DC 20). Smokepowder bombs deal double damage against objects (instead of 3/4 as normal for fire damage). Price Damage Radius Range Weight 80 gp 2d6 10 ft. 10 ft. 1 lb. 180 gp 3d6 10 ft. 10 ft. 1.5 lb. 320 gp 4d6 15 ft. 10 ft. 2 lb. 500 gp 5d6 15 ft. 10 ft. 2.5 lb. etc. I've also got a few "mini-games" to post up, including a card game that involves illusion magic. |
| CaptainShar03-05-07, 05:04 PM | A letter is delivered to the guild. It reads, in a childish hand: Hello! I like magic and especially magic snowballs! Can I join? I'm living on the icy shore at King's Pyre, but since everybody else had a Guild, I wanted one too, and the fiery demon-guy said this one was the right place. -Twinkle, Twinkle, Little Star I haven't posted her stats yet, but I thought it would be a good idea to have Twinkle listed here, since we're not supposed to have two characters in the same guild; she'll live in the Children of the Planes but will officially belong here. She's an ice mephit sorcerer, five years old. I'm guessing the Cold domain is already taken, so how about Snowballs? |
| Demonfey03-05-07, 05:15 PM | Snowballs is good. Guess I should bring back a reply... He writes one. You're in, kid. -Dalion, Archmage of Fire, Leader of the Council of Archmages, and "fiery demon guy" He puts it in a pocket, and heads back to the market. Check the first page. I was made the IG leader a while ago.:mage: |
| Aramar the Black03-05-07, 07:25 PM | So we have an Archmage of Flame as the Leader of the place, and an Archmage of Ice as the Librarian. No narrow focus here. As soon as Twinkle shows up, I think I'll ask her for a snowball fight. |
| CaptainShar03-05-07, 07:28 PM | You might have to send her a letter first. She's currently an Archmage by correspondence. |
| Demonfey03-05-07, 07:28 PM | Don't worry, we should have an ArchKender of Chaos soon. |
| DungeonJman03-05-07, 07:32 PM | A big riot, he's very likely to bring the house down. |
| Aramar the Black03-05-07, 07:33 PM | You might have to send her a letter first. She's currently an Archmage by correspondence. Oh, I can wait. We can call it "getting to know your new family" "Archkender"? (Is Chaos even allowable?) Implications worry my brain. |
| Demonfey03-05-07, 07:41 PM | He's an artificer, and he thinks he's a metal kender. Ergo, ArchKender, since he's not a mage and is mentally a kender. And its more to increase chaos per capita on my part, especially since he's acquired a rod of wonder. As for if the title of Chaos is allowable, think about wild mages. If we'd ever had one, they'd probably be the archmage of chaos. |
| Aramar the Black03-05-07, 07:47 PM | Yeah, I had considered them. But even still, an entire ethical outlook and ethical domain of an entire plane seemed like a bit much. But then again, I do believe that Xen was once (probably still is) the Archmage of Law. What is this Archkender physically? |
| CaptainShar03-05-07, 07:52 PM | A little warforged. It's in the PC stats thread. |
| Aramar the Black03-05-07, 07:58 PM | Thank you. This should be fun. |
| Demonfey03-05-07, 09:23 PM | It also fits far too well in his case. He accidentally broke the law of gravity for himself and DungeonJ recently (hence why they were upside down in CotP.) |
| DungeonJman03-05-07, 09:30 PM | Ahem... I didn't break the law of gravity, there simply is a law which can only be found in one of the back shelves of the Fortress of the Fraternity of Order stating that gravity may be temporarily suspended in the case of an individual following a map to its exact specifications while not looking at where he/she is going. |
| Demonfey03-05-07, 09:36 PM | You didn't. Shiny did. |
| CaptainShar03-07-07, 10:11 PM | An Apparatus of Kwalish appears on the doorstep. (whispering) Let's wait for someone to come out, and then surprise them! |
| Demonfey03-09-07, 06:19 PM | At this point... I'm bored. Wanna just go in? |
| CaptainShar03-09-07, 06:26 PM | Okay...we could still sneak up on them though! Wanna fly up to the top window there? (Going to a movie now.) |
| Demonfey03-09-07, 06:55 PM | Let's do it! He pulls out a giant pack from his stomach. Lift off! He pushes a button. Nothing happens. Huh? He pushes it again. Then he checks a gauge Forgot to refill it.:embarrass He chucks it to a side. |
| turalisj03-09-07, 07:46 PM | Let mees help you! A kobold clad in chitineous armor, nearly tripping over a longsword sized for a human, runs up to Shiny. Mees strong! He procceeded to lift up the warforged, over his head. Don't have a name for this guy yet. :D |
| CaptainShar03-09-07, 09:36 PM | Well I guess we could just walk in. She skips into the Council of Archmages. |
| Demonfey03-09-07, 11:21 PM | Come on, lizard guy! Let's go see the archmages! |
| CaptainShar03-09-07, 11:25 PM | Hallooo? Anybody here? Twinkle sees the seat normally occupied by Frosty and jumps into it. |
| Demonfey03-09-07, 11:30 PM | Cool! Dibs on the glowy chair! And he takes one of cooled lava and metal (Dalion's chair). |
| CaptainShar03-09-07, 11:35 PM | Twinkle begins solemnly: I have called you here today to discuss - hmm, what's a serious thing - the problem of the weather. This land has been afflicted with a strange burning up and nasty warming. And we should fix it. And adopt all the lost kitties. What do you propose, Archkender of Chaos? |
| Orcy The Green Wonder03-09-07, 11:38 PM | A previously unnoticed goblin with half his jaw missing snores in a nearby chair made of black stone. It has a hamster figure carved into the very top and a pair of them on the arms where the hands would go. The goblin, who appears to be rotting, snores loudly, a clear cage full of hamsters on his lap. |
| Demonfey03-09-07, 11:38 PM | I propose we start with the kitty adoption! That way, they don't get cold. He goes to poke the sleeping goblin. |
| turalisj03-09-07, 11:40 PM | Lol. It's like the chibi-archmages!!! :D The kobold squeals with excitement (think excited schoolgirl), jumping into the snake-covered chair of Zik. No! Make the kitties into fierce ninjas! Then they can be our army of ninja kitties! Just as the kobold said that, several mindbold ninjas looked over from a fold out coffee table, cards in thier hands. |
| CaptainShar03-09-07, 11:45 PM | No, no, you see, they want to be cold. When everybody gets cold they will be happier. But they could be ninjas too. Twinkle throws a snowball at the goblin and at the kobold. |
| turalisj03-09-07, 11:47 PM | The kobold, despite his armor, dodges the snowball easily. Hey! No fair!! I can't use magic! |
| Orcy The Green Wonder03-09-07, 11:49 PM | The snowball turns into a hamster before it reaches the goblin and is quickly sucked into the cage on his lap. The small white hamster tilts it's head and looks around confused. |
| turalisj03-09-07, 11:51 PM | The kobolds nose perks up. Hey... Mees have an idea!! LEt's throw things at Mr. Strange goblin and see what color hamster they turn into! The kobold took out from somewhere in his armor a blackpowder bomb, lit it, and threw it at the goblin. |
| CaptainShar03-09-07, 11:52 PM | Well this is the magic club, so I guess you could be a guest speaker but you can't join. I could write my name in magic for you though. How about here? And she puts her arcane signature on his ear. There. Special guest. Good idea! I've got a big lobster outside that would look even funnier as a big metal hamster. And she jumps up to drive the Apparatus of Kwalish into the middle of the hall. |
| turalisj03-09-07, 11:55 PM | Well... Mees don't cast spells, but I do use a kind of magic. It can only be taught though.... He looked down at his sword. |
| Orcy The Green Wonder03-09-07, 11:56 PM | The blackpowder bomb turns into a hamster and is quickly sucked into the cage. The hamster within the cage is black with a little sparky looking tuft of hair on top of it's head. It too looks around slightly confused. The goblin snorts in his 'sleep' that really shouldn't be possible considering his obvious undeath. |
| Demonfey03-09-07, 11:56 PM | I do this! A quick dance around a weapon, and its all electric. |
| turalisj03-09-07, 11:58 PM | No, no. It take many years of experience to learn this kind of magic. You see... crap. So much for the giuess of idiocy. The kobold sighed, pulling out a flask of water and drinking from it. |
| Demonfey03-10-07, 12:00 AM | I just wanted to show what I do. He fires the rod of wonder at the goblin, sending a shower of gems that way. |
| Orcy The Green Wonder03-10-07, 12:01 AM | The gems turn into many various sized and colored hamsters in the cage, which appears to grow larger as more hamsters are added. At least on the inside. The hamsters shrinking at least in the view of those outside the cage while more and more 'wilderness' appears on the floor of the cage. A hamster sized world of trees and colorful and strange hamsters. One sits by itself with an apparently permanent scowl on it's face. |
| Demonfey03-10-07, 12:03 AM | Hey, what's wrong with you, upset hamster? |
| turalisj03-10-07, 12:04 AM | The kobold looked over at the goblin, a bored look on his face. You can stop pretending. I know liches don't sleep. |
| Orcy The Green Wonder03-10-07, 12:05 AM | The hamster shakes it's tiny fist. "When I get out of here I'm going to visit my mighty wrath upon this stupid goblin!" The goblin's hand reaches out and shakes the cage, strangely enough, only the angry hamster wobbles around and falls to the ground. He opens up one of his dead orbs that serve him as eyes, looking toward the others with a cold blue glow of magic in his empy socket. |
| CaptainShar03-10-07, 12:06 AM | He's a lick? Hee hee. |
| Demonfey03-10-07, 12:07 AM | Hi! What's a lich? |
| turalisj03-10-07, 12:09 AM | Someone who uses evil magic to prolong thier own life. I fought one of them before... Can't recall his name. We had to destroy his body several times over before he was finaly gone. |
| CaptainShar03-10-07, 12:10 AM | He's a bad guy? Then why's he got all those cute fuzzy hamsters? Hi Snowball hamster! |
| Orcy The Green Wonder03-10-07, 12:12 AM | Gurgetar yawns loudly with his half-jaw and sits up in his chair. He takes up a staff resting beside him and looks the kobold over with a tilt of his old head. "Sure, tell everyone I'm evil why don't ya. Ya know... you sound familiar, have I hamstered you before?" |
| Demonfey03-10-07, 12:14 AM | You don't look evil to me. You look de...deca...decaying? Decaying, thats it! Can I play with some of the hamsters, mister? |
| turalisj03-10-07, 12:15 AM | Not yet. You have transformed a diffrent version of Turalisj into a hamster. Crap, there I go again... Name's Tibur Caesk'Usk by the way, Born as the Sword's Iron. You must be that goblin lich with a hamster fetish I heard about. |
| Orcy The Green Wonder03-10-07, 12:19 AM | "Turalawhat? Nah, that can't be it. Ah well, whadda ya wan't? I'm no goblin lich, I'm a... wait, I am. Or I was, but now I am all mighty and holy! Behold my glory!" The goblin stands up and poses with his cage and staff. Looking no more glorious than when he was sitting down, except a few of the hamsters inside of the cage, they too stand and pose. |
| Demonfey03-10-07, 12:21 AM | Cool, posing hamsters! |
| CaptainShar03-10-07, 12:27 AM | I can make you glowy! And she puts some very pretty dancing lights behind him to give him a shiny aura. |
| Orcy The Green Wonder03-10-07, 12:32 AM | Gurgetar looks down at himself and grumbles. "Stupid divinity not kicking in when you need to. Wait... wait... here we go!" Gurgetar hits himself in the chest a few times. Shaking bones and making some very not-so-plesant sounds until finally he begins glowing brightly with divine light. He poses once again, and shining hamsters appear all around him, posing as well. These hamsters however are about his size. |
| Demonfey03-10-07, 12:36 AM | Must...not...steal...shiny goblin lich! It looks like Shiny's entered an epic struggle between his urge to steal shiny objects and...what's he fighting again? Must steal shiny goblin lich! |
| Aramar the Black03-10-07, 12:40 AM | This is why we keep the doors unlocked? Don't mind Aramar. He just watching the goings-on from afar, supervising, if you will. |
| Demonfey03-10-07, 12:43 AM | Shiny's pulled out a giant net by now. |
| Orcy The Green Wonder03-10-07, 12:43 AM | "Now, if you'll excuse me I have very important god business to attend to. You know, saving the world before bedtime... no wait, that was three little girls. Ah yes, it was To infinity and beyond! No... that was the guy with the fish bowl on his head. What was... ah right! Ham ham hamtar... wait, wrong one again! BAH! Lets just do it this way!" Gurgetar snaps his fingers and he and his hamsters vanish in a puff of smoke... shaped like a hamster. What a strange... strange... very strange goblin... |
| Demonfey03-10-07, 12:45 AM | No! My shiny goblin lich disappeared before I could catch it!:weep: What a strange, strange warforged scout. |
| turalisj03-10-07, 12:46 AM | I'd better hit the road too. Tibur said, bowing as his helmet fell from his head. A giant fish hook appeared from the cielcing, pulling him into a portal. |
| Demonfey03-10-07, 12:47 AM | 'Bye, lizard man! |
| CaptainShar03-10-07, 12:50 AM | Twinkle points and whispers: I see somebody watching us! |
| Demonfey03-10-07, 12:57 AM | Think it's an archmage? |
| CaptainShar03-10-07, 01:02 AM | Why else would he be here? Hello, Archmage! |
| Demonfey03-10-07, 01:04 AM | Hi, archmage! |
| sculyblast03-10-07, 01:10 PM | where was the Clarion Call? where was the irritated debating of aged Mages? Where was the Life? As Quarius entered the Great hall, all he found were thick layers of dust. No Mage was studying the ancient lorebooks on Zollex's well Cast Marble Benches. Nor did Quarius Find a Friendly face, declining in Finwe's corner. What had remained of the Ancient Council? As Quarius Strolled the corridors, He only found one in every twelve torches lit, most rooms abandoned and wardrobes emptied. Had he been gone for too long? on his way to the southrem Hall, some young archmage run past him. Quarius Grabbed him by his shoulder and demanded. "bring me to your lord." |
| CaptainShar03-10-07, 01:19 PM | Coming from the main hall are childish voices. Oh, look! There's another one. Why won't they come talk to us? Halloooo! |
| Demonfey03-10-07, 04:56 PM | Let's tackle'im! |
| CaptainShar03-10-07, 04:59 PM | Charge! She lets a big snowball precede them, rolling down the hallway. (Supper now.) |
| Demonfey03-10-07, 05:05 PM | (See you) Shiny charges at the new archmage. Topiary! (:cookie: if you get it.) |
| CaptainShar03-10-07, 07:12 PM | (Someday I'm gonna play a Level 1 Commoner with a Rod of Wonder. Cookie for me?) Twinkle divebombs into Quarius unleashing a squirming white kitten as well. |
| turalisj03-10-07, 07:57 PM | The kitten stopped midair. A floating ghost of an elf, a long pipe sticking out of his mouth, became visible. Who let these children in here? CROWLEY!!! GET YOUR FLAMING BUTT IN HERE! Yes, Zik is dead. He died during the last IFWG, but then came back as a ghost. |
| CaptainShar03-10-07, 08:03 PM | Twinkle is fascinated by the apparently floating Snowball. Did you learn how to fly, Snowball? |
| DungeonJman03-10-07, 08:39 PM | *random voice from out of nowhere* He's not flaming anymore. |
| Demonfey03-10-07, 09:50 PM | And its Dalion now. The last voice...not so much out of nowhere. Just travelling before him as he teleports in. Is there an issue with the Archmage of Snowballs and the Archkender of Chaos, Zik? A hawk comes around and picks Snowball out of the air, gently putting her in Twinkle's grasp. (sorry, no. I guess it was a little obscure-it was meant to be more from Reaper Man, the war cry of the school wizards when the abundance of life force causes things to spontaneously begin coming alive) |
| CaptainShar03-10-07, 10:44 PM | Hello, fiery guy! There's some people here but they keep going away and I can't find them. She pats Snowball. |
| Demonfey03-10-07, 11:41 PM | That's because they tend to have lots of experiments going on elsewhere. He notices a stray hamster Though I see you met our Archmage of Hamsters... You mean the shiny goblin lich? |
| turalisj03-10-07, 11:44 PM | Yeah, that kleptomaniac yours? |
| CaptainShar03-10-07, 11:52 PM | So what do they do here? I found a nice chair back there. And we decided we should adopt all the kitties and fix the weather. |
| Demonfey03-11-07, 12:15 AM | Leave the weather alone. Everyone's got different tastes, so it can't all be cold or hot. As for Shiny, I take no responsibility for him, except for appointing him as archkender of chaos. |
| CaptainShar03-11-07, 12:22 AM | You like being hot? Twinkle looks at him askance. |
| Demonfey03-11-07, 12:25 AM | Archmage of Fire, remember? Also, what about all the fire genasi, or fire giants, or salamanders, azers, fire mephits, fire elementals, and fire-type dragons? Just a few examples, but still. On that note, I don't go around trying to raise it in consideration for ice creatures. |
| CaptainShar03-11-07, 12:29 AM | Oh... It takes a minute for this point to sink in. So if I don't like hot, they don't like cold, right? So I shouldn't snowball you 'cause it would hurt, right? She looks down sadly. I'm sorry, Snowball! And she pets the cat without freezing it at all. |
| Demonfey03-11-07, 12:36 AM | Not as much as it would before, but still a little. But you could still adopt all the homeless kitties and teach them to be ninja. Also, I can help make sure Snowball can enjoy it as much as you do, with no risk ever, by telling you how I'm going to protect Talos later. Two spells I recommend you look up are energy immunity and permanency. Both should be in the library. Talos lands on her head. Caw? Yes, I'm going to make you into a fireproof bird. There a problem with that? Talos shakes his head. |
| CaptainShar03-11-07, 12:39 AM | How would I get magic from the library? (She is a sorcerer, remember.) (And I was just informed that it's Daylight Savings Time, so it's actually 1:30, so I'm going to sleep now. Night.) |
| Demonfey03-11-07, 12:43 AM | (Night) He pulls out his spellbook. Sorcerors and wizards come here to join. I'm actually a wizard, myself. You can find someone who can make scrolls of the two spells easily enough. Maybe Glenn, since my own powers are currently lacking. Then, you can use the scrolls to cast the spells. Simple as that. |
| turalisj03-11-07, 12:47 AM | Hey, DF, I need my new character looked over. Actualy, just need to make a small adjustment.... one minute :D |
| Aramar the Black03-11-07, 03:25 PM | (I really wish I could have entered this conversatio earlier. Hi Sculy!) A lanky half-elven archmage comes running down the hallway, slowing to a walk as he reaches the area of activity. "I should really research teleporting sometime.." he says to himself. "Hello Twinkle. I am Aramar, the Head Librarian of this Council. I understand that you are looking to learn some new spells. May I be of assisstance?" |
| CaptainShar03-11-07, 03:39 PM | Hello Aramar! Dalion says I need Energy Immunity and Permanency to make Snowball not get hurt by the snow. |
| Aramar the Black03-11-07, 04:05 PM | Well, that is one way. I can help. I understand Permanency fairly well, so I can fix up a scroll on that for you. For Energy Immunity, however, we will have to look somewhere else, I'm afraid." |
| CaptainShar03-11-07, 04:09 PM | Oh, thanks! She throws a little snowball at you. |
| Aramar the Black03-11-07, 04:33 PM | Aramar deftly catches the snowball in his hand, and takes a large bite out of it. As the rest disappears, he give Twinkle a friendly wink. He then walks off, presumably towards the Library. |
| sculyblast03-11-07, 04:38 PM | Quarius steps forward to aramar, with a indigious look upon his face. "Aramar, are you the lord of these halls now? What happened to Order, what happened to the abundance of knowledge and to the high Life that strolled these halls? have you not noticed? your halls are filled with furifull kobbalts! destroying everything upon their path. I think you owe me, and the other former Zenith Archmages, whatever became of them, an explaination." |
| CaptainShar03-11-07, 04:39 PM | Twinkle pads after him. Come on, Snowball! We're going to make you frosty-proof. Oh, hello. You like to use lots of big words, don't you? Were you the one looking in before? |
| Aramar the Black03-11-07, 04:55 PM | Aramar turns. "Actually, Quarius, Dalion is the lord of these halls, so to speak. I am lord only over the archives and the school. Though even there I will admit to dust and decay. For which I have no expanation but my own forays. For a time there was Order, but no-one to feel it. So it has gone back to its corners. Only recently have halls again seen life, so mayhaps Order will return in time as well. Adn surely there is an abundance of knowledge here; only, in the empty quiet, it no longer dances about as it used to. And I think the High Life left when our fellows slowly drifted away. A single man cannot inhabit an entire castle, Quarius. At least, not a man like me. Our Lord Ravenheart come back from time to time from his journeys, and the others of the Zenith are only Watchers to us now." |
| sculyblast03-11-07, 05:04 PM | "Then, if We Seek order, let it not manifest it in Chaos, let Us create it, We can be strong again." Quarius Exclaimed Glancing around, seeing the few people in the dusty halls. "Now where is this Lord Dalion of yours, I never knew him when the Zenith Archmage still ruled these halls, but i need to have a little chat with him, gather all the remains of archmages that dwell these halls and have them attend my summoning at the Great Hall next morning. but first, please accompany me to the chambers of lord Dalion, whoever he is" those being the words of Quarius Shadowage, Former Zenith Archmage of Shadow magic, Assuming that he still held any form of command over these halls. |
| Aramar the Black03-11-07, 05:13 PM | (Honestly, I have no idea where he came from. Leadership went from Frosty to Demonfey, and Dalion is (one of) Demonfey's characters.) Aramar looks to Twinkle with a sad smile on his face. "My apologies, Twinkle. Your scroll wil have to wait a little while. Of course, it would be silly to write a scroll of Permanency without haveing the spell you want to make permanent first, right? Perhaps at the upcoming gathering we will find someone who knows the wizardly style of Energy Immunity. You may accompany us still, if you wish." He turns to Quarious. "Follow me. I am uncertain if Dalion is still here, but either way, I am sure we can have him come as soon as possible. Also, might I note that the dormant Pentagram has the all=call spell of Frosty's design; if we are fortunate, it will still work, adn we should have no problem contacting all availiable members." (I have to go to work now. I'll talk to you guys tomorrow, about this time. Don't get ahead of me too far. Cheers) |
| turalisj03-11-07, 05:14 PM | Quarius steps forward to aramar, with a indigious look upon his face. "Aramar, are you the lord of these halls now? What happened to Order, what happened to the abundance of knowledge and to the high Life that strolled these halls? have you not noticed? your halls are filled with furifull kobbalts! destroying everything upon their path. I think you owe me, and the other former Zenith Archmages, whatever became of them, an explaination." It's koblad, not kobbalt, you ignorant fool. And I take offence at your stereotyping of my kind. Not al of my kind seek destruction. I am Tibur Caesk'Usk. Translated to your tongue, that would be Born of the Iron Sword. You claim to be a powerfull archmage, bah! My clan's sorcerer wields mor epower in his pinky then you could dream of! Said the kobold indignantly. He was garbed in his full battle outfit, a lance on his back, a throwing axe at one said, and the legendary blade Kamate on the other side. You have fallen behind the times. No longer do the sterotypes of the past that you lived by apply to those who walk the lands. Call my a young fool if you choose, but that is the way things have become. Do not ry and change it, even an archmage cannot change the world alone. You back Sculy? |
| sculyblast03-11-07, 05:26 PM | Quarius was surprised for a moment "well, my appologies, I Mis-suceeded to notice you, I meant no offence, my remark was directed towards these hyperactive young mages. It is wrong what you say though. I am... I mean, was, the Zenith Archmage of Shadow magic, The shadow is that which stands between light and darkness, between that what is, and that what will never be. If anything can change the world, it is I" With those words Quarius left the kobbalt in his search for this mysterious Dalion. ((for a while, turalisj, for a while)) |
| turalisj03-11-07, 05:34 PM | And yet, if there was not shadow, Light and Dark could be seen more clearly by all. Those who live by the blade such as myself would have no need to seel thier services. If light and dark were clearly defined, perhaps some would see that 'savage' races cannot advance because of stereotyping, and see the evil of it. |
| Demonfey03-11-07, 07:12 PM | The demonfey raises his hand. Over here. I'm Dalion. You might also know me as Crowley, Archmage of Fire. (The name was getting boring, so since I never gave him a true name (just aliases), it got changed. Sorry I haven't been on, driving back to college got in the way.) |
| CaptainShar03-11-07, 07:18 PM | To Aramar: 'kay. We going back to the room with the fancy chairs? |
| Demonfey03-11-07, 07:29 PM | Before that, do we have any full caster wizards? They might also want to research energy immunity, or have it. (Energy immunity: 7th level spell) |
| sculyblast03-12-07, 03:01 AM | "Aha, Crowley, so you are the new lord of these halls. I am pleased to see someone familiar waving the scepter over these halls, though I had hoped it would have been someone more ancient." remarked Quarius as he found his objective "let us wander to your chambers and have a little chat about these halls." As they proceeded towards lord Dalion's chamber. "Listen Crowley, I assume you noticed it for yourself, but I'll notify you anyway: the council is a mess. all the diligent archmages are gone, the halls are kept impure and are habited by wreckless childeren. I don't know what happened after XantoFlames's little Coup, but I thought we handled that quite appropriate so the council might bloom again. Anyway, I propose restructuring, first of all we must find a diligent archmage to recruit new mages. second these attending mages must be disciplined and raised to the high magical levels of the archmages that dwelled these halls before I left. the castel must be revived, Crowley, the Council MUST be great again. therefore I have ordered Aramar to summon all the attending mages, tomorrow morning all will gather in the great hall, we must develop plans so we grow and once again become the most famous magical halls in history." Quarius gave Crowley some opportunity to response on this bit, and after crowley's response Quarius continued to discuss measures as, new appointment for domains, the revitalization of the high archmage, mandatory study hours, etc, etc all this was discussed behind the closed doors of Crowley's chambers |
| turalisj03-12-07, 03:15 AM | Zik floated down infront of Sculy. Don't shout so loud. You'll wake the dead. I don't think you were here for it, but Zik died defending a guild in the last IFWG. He rose again as a ghost, but has otherwise kept his rank and position as Archmage of Serpents. |
| Demonfey03-12-07, 09:14 AM | He doesn't have a room here. He commutes from King's Pyre. He listens patiently, as Quarius speaks of things he was listening to while ignored. Once again, its Dalion, now. Also, who do you think let them in? The Hall needs new blood, something that'll attract more of the other archmages back, something to give this place life. Those two have already done wonders for this place, bringing yourself, Aramar, and Zik out of silence here. I think I even felt Gurgetar's presence for a time, something I haven't felt here in a while. And as for the "wreckless children", they're both members, Twinkle being Archmage of Snowballs, Shiny being Archkender of Chaos. |
| sculyblast03-12-07, 05:03 PM | "It is true what you say, we need new blood, but is this all we can get? Some abbandonned childeren who were impressed by the magicians farce and took up some magic for it. By The ShadowPlane, Crowley... Dalion, whatever your name is now, these halls Used to be famed as the world's center for Arcane knowledge... will you have these towers pulled down because of these Hyperactive Chickens? Will you have them Wage war upon the other, nowadays more powerfull guilds, simple because they don't have the discipline for peace! I tell you, this Fury must be ended. We need to regain our Neutral position in this so called Guildwars, we must strenghten. Years ago we had archmages that would brave the world in search for tallented mages competent enough to enter these halls, and now? will you just accept any Crazed orphan who knocks on your door? I tell you things need to change... And fast." |
| turalisj03-12-07, 05:08 PM | How about this Sculy. You and I shall each fight one of these young brats. If they cannot defeat us, they are barred from these halls for eternity. If they can defeat either of us, then they keep thier rank and position in these halls. Zik said, floating next to Sculy. |
| CaptainShar03-12-07, 05:11 PM | I have arcane knowledge! Twinkle builds an ice-fort with Walls of Ice. And I'm not gonna fight anybody. 'cept him. And she throws another snowball at Shiny. Oh, unless you want to fight. |
| Demonfey03-12-07, 05:23 PM | ...Hyperactive chickens? Things have changed. For starters, I'm the one in power. If they have the talent to use spell, or even infusion, I will not turn them away if they ask to join. If they're young, just think of it as a way to make sure the next generation of magic users has been under our tutelage. |
| Aramar the Black03-12-07, 07:53 PM | Aramar laughs heartily. "Worry not, Quarius, for though I have not been much active in these hals, I have not let the goings on escape my watch. If anyone here should try to seriously harm the towers or the fonts, I would quickly have stepped in to stop them. I saw no real harm in what was going on. And besides, we're all here now anyway." He turns to the others. "Lately I have found myself involved in studying a culture far away from here, and other callings besides that have kept me away for so long. I have been redevoping the cirricculm for our schooling branch, and I hope to initiate it soon, though not immeadiately. Twinkle, if you'd like to come with me, we will indeed be going back to the room with the shiny chairs. I've got to try and re-start a very big piece of magic, and it should be fun to watch. Anyone else willing to help check the Pentagram is welcome to come." |
| Demonfey03-12-07, 08:07 PM | Chairs of shinyness... Shiny's entranced by the chairs. Need some help with that, Aramar? |
| Aramar the Black03-12-07, 08:17 PM | "Any aid would be much appriciated. The matrix has been dormant for quite some time now, so I am slightly worried about what might happen as soon as we provoke it. And to put it back into full operation takes almost a god's worth of power anyway. And power of varied sorts. I hope we can get it going without a bard here. You aren't averse to losing some blood, are you? |
| Demonfey03-12-07, 08:19 PM | Not at all. |
| Aramar the Black03-12-07, 08:23 PM | "Good. Not that a lot will be required. Shiny? we might need your help as well, in the form of a, well.... wait, do you have anything of blood-like purpose? Or should I just ask for some shoulder armor? Twinkle? I might have to ask the same of you, if worse comes to worse. Just a couple drops." |
| CaptainShar03-12-07, 08:36 PM | If I make a little piece of ice to hold, it won't hurt at all. She scrapes a little snow out of a finger, and regrows it by touching her Ice Walls. |
| Demonfey03-12-07, 08:37 PM | Shiny pricks some of his tracery, and silvery material runs down it. If you need anything, here. |
| Aramar the Black03-12-07, 08:43 PM | "Not yet. I just wanted to make sure you understood what might occur when we try to reactivate this thing. Since we all seem comfortable, allow me to run and get my notes; my memory is not perfect, adn I don't want to screw anything up. Back in moment." |
| CaptainShar03-12-07, 08:51 PM | To Shiny: You're silver inside too? That's funny. Can you grow back by touching a piece of metal? |
| turalisj03-12-07, 08:56 PM | Zik floated through the floor. Did I miss anything? |
| Demonfey03-12-07, 09:07 PM | Nuh-uh. I have to go to a forge to fix myself. Though touching metal to heal would be cool. @T We're helping Aramar with a ritual. Why haven't you gotten a flesh suit, yet? |
| CaptainShar03-12-07, 09:11 PM | We're gonna use a pentagram to call some people, I think. Aramar said it would be shiny. Not Shiny, but glowy. |
| turalisj03-12-07, 09:18 PM | I left it in Merchant's Venture. Seeing a ghost has a way of unsettling the crew. |
| Aramar the Black03-12-07, 09:53 PM | (RL: I think I lost my Pentagram notes. And I just spent the last 45 minutes skimming through the old CoA threads. It was fun, but there was a LOT. Hope you all don't mind if I just roleplay all of this, including your parts. I'll edit it if any offense is taken.) Aramar walks into the center of the Council Hall. He whispers a few words, and the quiet insignia of the Archmages that had presided behind at the front of the Hall lit up, the dust coming away in small blue flames. He hefts his staff, and closes his eyes in concentration. He speaks in an arcane tongue, slowly, and a glowing outline of the pentagram comes off the wall, coming gently to the center floor, centering around the half-evlen mage. He opens his eyes and looks around at the gather mages. He is visibly straining. "There are so few of us; I will only try to activate a partial application of the Symbol. Twinkle, do you see the faint shape of the bloodied hand inside the pentagon? Stand just outside of it, with your hand near the edge. Shiny, you do likewise where you see the glowing gemstone. Dalion, you do the same at the picture of the libram. Zik and Quarius, please stand nearer the harp. We have no bards, but sufficient arcane energy should suffice. I shall worry about the eye. This will cost all of you some energy, so don't worry about the draining sensation." He closes his eyes once more as the other Archmages position themselves around the Pentagram. Once everyone is in place, he beings to chant. From an unevident cut, redness flows from him towards one portion of the shape. Small lines of blood are pulled from the others, and the Pentagram suddenly shines brightly adn seem to flow with a current of arcane energy. Aramar punches the air with his staff, and the outline rises to the air above him. He chants faster and louder, lines of energy still pulling off of his body. The other mages feel the slight drain of arcane motes. The center of the pentagon is becoming a geometric vortex, and as it does, Aramar shouts more familiar arcane words. A burst of light shoot from the center, and it seems to all the gather that they can see it go throught the roof and explode in the highest sky, in a dazzaling star of seven points, each of a different color. The sight seems to beckon them to a place, but they are already there. Aramar gestures with his staff, and the floating outline returns to the wall. As it remerges with the permanent Symbol, the swirling stops, but the lines, runes, and inner symbols retain thier life. Teh glow seems to suffuse the entire Hall, and the collected dust of quiet years fall away. Aramar drops to his knees, and looks up with a small smile. "And so we are Reborn. Gods above, but that was interesting. I am sorry for the draining. The Call was sent out; and the the Symbol should stay active for a short while, so that we can do more with it if we please, when there are more here." |
| CaptainShar03-12-07, 10:08 PM | Twinkle stares at the glowing symbol in awe. I feel like a grown-up. She draws back and assumes a solemn expression. |
| Demonfey03-12-07, 10:12 PM | What's that feel like? |
| CaptainShar03-12-07, 10:16 PM | Whispered at a distance to Shiny, Like it matters what the next thing I touch is. Also, that I should whisper. |
| Aramar the Black03-12-07, 10:17 PM | By the way, here's a picture of the Pentagram (http://www.deviantart.com/view/10255411/) |
| turalisj03-12-07, 10:18 PM | Zik faded in and out as he energy was drained. He began to melt in shape, changing into a serpentine form. On either arm of his new body was a long sword like blade where the hands would be. Didn't think it would drain so much energy that I'd have to use my backup body. |
| Aramar the Black03-12-07, 10:21 PM | Me niether. I tried to contain it as much as possible, and I gave all of my energy. It's just been so long." |
| Demonfey03-12-07, 10:23 PM | Dal's had energy to spare for a while I was wondering how to take care of that excess energy... Comes with having drained himself of multiple levels. Ambient energy is hard to figure out a use for. |
| DungeonJman03-12-07, 10:47 PM | *stands outside out of respect for the guild's purpose, since he's not an arcane caster* Would you people mind saying what the heck's up with the light going through the ceiling up into the sky?!? |
| Demonfey03-12-07, 10:49 PM | Its a beacon to summon the rest of the archmages back. As for how I can be in two places almost simultaneously, I can teleport. |
| turalisj03-12-07, 10:51 PM | Zik, in his new serpentine body, slithers outside. Do not concern yourself with the affairs of the archmages. Just know that greater and brighter times are coming. |
| DungeonJman03-12-07, 10:52 PM | Ok, just making sure. Just a little paranoid when it comes to lights shooting out of a building into the sky, especially when they're in the shape of a pentagram. *leaves* |
| Aramar the Black03-12-07, 11:03 PM | Actually, assuming the spell worked right, the lights are invisible to any non-members of the CoA. |
| CaptainShar03-12-07, 11:13 PM | Do I get a fancy chair now? |
| Demonfey03-12-07, 11:17 PM | Do I have one too? You've had one since you became members. You just have to think what you want it to look like. |
| CaptainShar03-12-07, 11:37 PM | I want it to be like an ice fort, with a big back and big sides, and a snowball maker in the arms. And cool castle-tops on the back. |
| Demonfey03-12-07, 11:41 PM | And lo and behold, a chair just as she describes forms. Cool! My turn! Shiny thinks for a minute, and scrap metal from all over coalesces into one spot, before becoming a chair with numerous gadgets, items and gears forms from it, random parts constantly in motion. |
| CaptainShar03-12-07, 11:47 PM | Yay! She perches on the chair, which is next to Frosty's. |
| Demonfey03-12-07, 11:54 PM | Shiny's chair crawls to the other side of Frosty's chair as he gets in. |
| turalisj03-13-07, 12:23 AM | Tibur, who had silently been watching the whole affaire, walked over to Dalion. Tell me then. Would one who has trained himself in the ways of blade magic been accepted? If you need an explination of what blade magic is, I would be more than happy to show you in a duel. |
| Demonfey03-13-07, 12:27 AM | Hm...I'm not personally familiar with it. A duel would help us figure out if its applicable. |
| turalisj03-13-07, 12:49 AM | Very well. Would you like to duel me? Or do you know of a formidable warrior whom I can duel against? |
| sculyblast03-13-07, 03:59 AM | How about this Sculy. You and I shall each fight one of these young brats. If they cannot defeat us, they are barred from these halls for eternity. If they can defeat either of us, then they keep thier rank and position in these halls. Zik said, floating next to Sculy. ((offtopic: first of all, my characters name is Quarius, not sculy. second, it could hardly be a fair fight you propose, because quarius, like all of the other high and zenith archmages, is an Epic level character. I am not going to join the fight, simply because I haven't played DnD in 3 years and have no current insight on spells and gaming rules.)) |
| Aramar the Black03-13-07, 07:22 AM | Has anyone seen our Archmage of War recently? Dyne? |
| Demonfey03-13-07, 11:32 AM | Dyne's been in the Legends thread. I could use a fight, but I'm going to be called in to help with something sooner or later today. Is after the issue with Turalisj and the kythons okay with you? |
| CaptainShar03-13-07, 11:35 AM | Looking at his bruised shoulders... Looks like you've been in a fight already, but not a magic fight, though. (He was in a fight with Waken; unfortunately, his blade magic involved electricity, and she's electricity resistant. Just, if you want to see him in combat, check the non-canon thread.) |
| Aramar the Black03-14-07, 10:31 PM | This goes out to any member who currently plays D&D at home, and is god with rules, as well as any GMs who happen to read this. What is your reaction to an in-game college that rewards experience points for taking classes/courses? I have an idea for a magic college set up in this way: Each course has a CR value and a Skill DC. At the end of the semester, the student would roll ad20, adding any appropriate modifiers, and attempt to be the skill DC. With a successful roll, the student earns xp based on their level and the CR of the course. Failure means failure. CRs range from 1/4-3; and DCs range from 15-20+ |
| Demonfey03-14-07, 10:34 PM | I like the concept, though at that CR range, they wouldn't get any experience. Maybe a higher CR, and higher skill checks. |
| premier66603-15-07, 04:14 PM | Suddenly, in a flash (??)of darkness, emerge a figure wearing an old blue robe, and a yellow pointy hat. Salutations! I, the black mage, archmage of black magic, was passing by and thought I heard something. What is all this racket anyways? |
| Demonfey03-15-07, 04:18 PM | New members. Shiny pulls on Black Mage's robes. I'm the Archkender of Chaos! |
| CaptainShar03-15-07, 09:21 PM | And I'm the Archmage of Snowballs! She throws one at you from the snowball maker on her chair. |
| premier66603-16-07, 06:47 PM | hmmm... Archmage of snowballs? Wow, what, all the cool titles where taken? BM teleports to the other side of the room, to get rid of the annoying archkender. And he cleans the snowball of his hat. Don't touch my robes. |
| turalisj03-16-07, 06:54 PM | Tibur quietly appeared behind BM, resting Kamate on BM's shoulder. You could call me an archblade. My magic comes from martial study and focus, but it is powerfull in it's own right. Although, I have yet to be accepted in.. |
| premier66603-17-07, 02:17 PM | Well, you have to be called Archmage of something. Like snowballs there. Archmage of blade for example. Or the archmage of sharp things. Just Archblade wont be enough. Ok, I have no idea what "Kamate" means. whatever it is, BM will remove it from his shoulder. |
| Demonfey03-17-07, 02:31 PM | So Archkender won't work? Shiny's wearing your hat by now, trying to look like a wizard. He does that sometimes. Kamate is a bastard sword with a name. |
| turalisj03-17-07, 04:21 PM | The kobold smiled, the blade not moving. You are mistaken. I am not a mage at all. I am a warrior who spent much of his life defending his tribe from so called heroes. Calling me a mage would be like calling you charismatic, it just isn't true. And from what I understand, Dalion over there is now making the rules. |
| Demonfey03-17-07, 06:20 PM | Used to be Crowley, if you're wondering. |
| DungeonJman03-17-07, 09:26 PM | It's not just a blade, it's one of the first. Forged in prehistoric times, it was used by hobgoblins until the founder of the School of the Nine Swords.... What? I was a swordsage when i was thrown into Eberron once. |
| turalisj03-17-07, 09:42 PM | Lies! The hobgoblins stole it from the kobolds!!! |
| DungeonJman03-17-07, 11:16 PM | Ahem *pulls out Tome of Battle: Book of the Nine Swords* And I quote: " The hobgoblin chieftain reasoned that if fire from the sky could reshape stone, it could also shape metal... Upon seeing the first blade so crafted, the chief wondered aloud what he had created. The tribe's adept responded: "Kamate", or "it is death." *closes the tome* That good enough? (Note: It's paraphrased in one part, so don't yell at me for copying the book) |
| Aramar the Black03-19-07, 08:00 PM | This, my friends, is where we decide how closely to hold on to the unspoken traditions of this Council. As far as I can recall, we have well-known the existence of an Archbard within our ranks; as well as trained drids and psions. The question is, do all members truely need the title of Archmage, and need prospective members need actually mage training, or do we allow any type of mana-practicioner, regrdless of exoticness? (supper time; talk later) |
| turalisj03-19-07, 09:06 PM | If we allow one person in under a titlediffrent from archmage, then we must be equal and allow others. And in that regard, the symbol of the council of archmages would have to be expanded into a circle, to show that we accept all those who can show talent. |
| Demonfey03-19-07, 09:16 PM | Hm...anything against it? For letting in non-mages, there has been precedent... |
| DungeonJman03-19-07, 10:01 PM | Depends on how you look at the guild. If it is a guild solely focused on improving the use of magic in the world, then a non-mage can't really get in. But if it is about perfecting one's self through the use of magic, then blade magic, or manifestation of a warrior's journey to perfection through his weapon, should fit right in. |
| Aramar the Black03-20-07, 11:59 PM | If we allow one person in under a titlediffrent from archmage, then we must be equal and allow others. And in that regard, the symbol of the council of archmages would have to be expanded into a circle, to show that we accept all those who can show talent. When I designed the pentagram, I had created the five sides to correspond to the following areas of study: traditional wizardly study, magic carried in the blood, magic granted by outside entities, bardic magic, and magic of obscure nature, the most latter origionally being intended to represent the magical side of psionics, but it seems now to work well to represent the more material magics, such as alcemy, (magical) machinery, and now quite possibly blade magic. |
| premier66603-23-07, 08:00 AM | The kobold smiled, the blade not moving. You are mistaken. I am not a mage at all. I am a warrior who spent much of his life defending his tribe from so called heroes. Calling me a mage would be like calling you charismatic, it just isn't true. And from what I understand, Dalion over there is now making the rules. Hey! I'll have you know that I'm quite charismatic! And anyway, about letting people with other titles then archmage of something would be against the traditions of this great council. That said, archmage is just a title, you don' have to be necessarily a mage to have it. You don't have to be a wizard or sorcerer to be an archmage (not the prestige class, I mean the title), you just have to use magic of any kind. (or psionics. I seem to recall an archmage of psionics or something like that) |
| Aramar the Black03-23-07, 10:53 AM | Hey! I'll have you know that I'm quite charismatic! And anyway, about letting people with other titles then archmage of something would be against the traditions of this great council. That said, archmage is just a title, you don' have to be necessarily a mage to have it. You don't have to be a wizard or sorcerer to be an archmage (not the prestige class, I mean the title), you just have to use magic of any kind. (or psionics. I seem to recall an archmage of psionics or something like that) Precisely. Even if one is of a class that is not usually assosiated with arcane practices, such as a bard, artificer, or blademaster, thier desire to become a member of this particular council means that they have already gained a mastery of thier arcane side, and wish to pursue that side of themselves. Our friend here obviouly has some magical ability, and is not to join merely for the prestige; thus he is here to pursue magic, and thus is is worthy of a title. The title itself is the tricky part. "Archblade" speaks of a high-ranking member of a military school; it is a stretch to match it with an arcane guild. "Archbard", at the least, carries some thaumaturgical connotations. (I'm being hounded for the computer right now. I'll come back in a bit with a title; unless something else is agreed on. Cheers.) |
| Demonfey03-23-07, 12:25 PM | Thanks to precedent, then, we now have an Archtificer and an Archblade, or whatever you both want to make your titles, long as it goes with your jobs. |
| CaptainShar03-26-07, 12:11 AM | Twinkle starts to fidget with all the talking and none of the magic going on. I'm gonna go back to my playground now. Anyone else want to see it? It's all made out of snow! She hops off her chair and back onto the Apparatus of Kwalish. She says with newfound authority: Send me a letter if anything important happens. |
| Demonfey03-26-07, 12:16 AM | 'm bored now. Tally ho! The chair begins crawling away, headed for the CotP. Race ya, Twinkle! ...Okay, I should've expected that. Anyone who wants in on a kython hunt, you have a small amount of time to join the people at the CotP. |
| Aramar the Black03-26-07, 07:42 PM | I think I'm going to stick with a lower-end CR range, from 0-7; mainly because I'm pretending there are (or could be) trainee mages there, so they build up from level one to whatever. However, for the rest of us, there are many classes that, while not suppling much (or perhaps anything) in the way of experience points, will still offer some other kind of small benefit. And learning new spells is always a plus. Here is a sample of some of the classes I plan to include: Essential Course, low level: Thaumaturgical Geology Essential Course, high level: Countergeotropics Exotic Course, low level: Eschewing Theory: Manual Restriction Exotic Course, high level: Complex Dimensional Studies I estimate that there will end up being more than 160 courses at the Academy, complemented by a number of lectures and seminars. |
| CaptainShar03-26-07, 07:58 PM | Calling over her shoulder, I wanna go to school! Hey, Shiny, how come your chair moves so fast? |
| Demonfey03-26-07, 11:37 PM | 'Cause I'm an artificer. This's my brother, Chair! (He calls everything he makes that's a sentient construct his sibling) |
| CaptainShar03-27-07, 08:15 AM | Hello, Chair! And with that, Twinkle and Shiny and Lobster and Chair fade from view. |
| premier66603-27-07, 09:23 AM | Ok, that was weird. |
| Aramar the Black03-27-07, 05:31 PM | You think that was weird, check out the New Year's conversation in the Meta-Thread. |
| Demonfey04-02-07, 12:50 PM | Alright, got a plan for how to run things. Let me know what you think. first off, a hierarchy: Head Masters (me and Aramar, Frosty if he wants his power back) Masters (anyone besides us that was here before now) Apprentices (Twinkle, Shiny, and Tibur, and anyone else who joins after them) All get access to the guild library and can pay a deposit on borrowing items from the guild. If item is returned in good condition, they get their money back. Items with charges will have less money returned for each charge spent. Head Masters gets to lay down rules and laws, and can request the aid of any lower ranking members with something like rituals. Masters get to boss around apprentices as long as they teach them something. They can only petition one of the leaders to make new rules and laws. Apprentices get full access to the faculties, but are unable to order anyone around. They are normally told to do the mundane things, like repairing items. They have the least political power, meaning they can petition rules, but they have to go through the master level first. They choose a Master or Head Master to learn under. The apprentice level are free to stay, but must craft and donate a unique spell/magic item or one the Council doesn't have yet, or prove that you possess a talent that could be of use to the guild to warrant promotion (chances are Tibur will be promoted). To stay at master rank and even head master, a donation of a spell or magic item of value to the guild must be done. For sorcerors that want to donate a spell, scrolls come in handy, and can be scribed from. Or go steal the spellbook of a wizard not part of the guild. That's acceptable as well. Other donations can be discussed on a case by case basis. We're supposed to be a font of arcana, after all. It's about time we began collecting it. What do you think for an IG reason for members to adventure? |
| CaptainShar04-02-07, 01:22 PM | Reasons to adventure: 1. Recovering unique magical items 2. Erecting magical barriers against destructive forces 3. Money I would ask for Twinkle to be Frosty's apprentice, except he doesn't seem to be around any more. And how would scribing a scroll work for a sorcerer? |
| Demonfey04-02-07, 01:35 PM | Find/make a spell and get a wizard to do it in exchange for money. As for who people are apprenticed to, choose whoever you want, long as they're around. On that note...hey Orcy, is Gurgetar going to be a recurring character here?:devil: |
| turalisj04-02-07, 06:25 PM | It'd be hard for Tibur to be an apprentice to anyone, he's the only person in this entire guild with any true martial skill :P If however, the guild finds itself in need of a trainer for guards, Tibur can surely teach them some Iron Dragon maneuvers and his cohort (a kobold Ssage) can teach them Shadowhand and Setting Sun Maneuvers, as long as they have nothing against a pair of filthy lizards teaching them :P |
| Demonfey04-02-07, 06:28 PM | He has no skill in spells. He's currently considered an apprentice until he gets to show sword magic. Also, Dal: fighter 1. There's some training. |
| Aramar the Black04-02-07, 08:11 PM | It reminds me of the old "Zenith Archmage, High Archmage, Archmage" days. Which is a system, I would like to note, is one the Frosty is (or was) stolidly against. Personally, I can't seem to find a preference, as I see good order in both hierarchial and non-hierarchial systems. As for IG adventuring: Well, in addition to what was already said: Stealth missions to ruin an opposing guild Seeking some long lost spell or magical technique Exploring an ancient ruin of yore Glory Resurrection of ancient forces in the world Oh, I did look into expanding the Pentagram, but the maths and the details of higher higher-level n-gons scare me. Hase anyone ever seen the complexity of nonagon with connected vertices? |
| Demonfey04-02-07, 08:17 PM | Don't have any opposing guilds at the moment, and it also gives us another reason to have our people teaching others. As for the other stuff, points. How about an age requirement, though? Those who're under adulthood for their race being considered apprentices until full ability is learned good? As for the shape you were talking about, can't say I have. As for the hierarchy, would you accept it for the school idea? Just changing things a bit? |
| Aramar the Black04-02-07, 08:26 PM | unless the child presents a t ruely prodigy-like mastery at controlling magic, and had somehow, in thier short time, learned enough lessonsor spells to be competent, then they should be allowed nothing more than apprenticeship, for the common sense reasons. Upon reaching adulthood, some will remian apprentices (perhaps we shoudl devise one more term), and those few gifted individuals may earn the honor of becoming masters. |
| Demonfey04-02-07, 08:30 PM | So, what do the Archmage of Snowballs and Archtificer of Chaos count as? |
| Aramar the Black04-02-07, 08:45 PM | Well, for the levels they have, and the fact that they have been granted each a title of "Archmage", then I can't really see them as apprentices. Perhaps we add one more level to the higharchy; or simply replace the name apprentices with Maester, so on and so forth, and work it like that. They would then be the Maesters; above them are the High Maesters, and at the top, the Archmaesters. I could have gone for Lord Maesters, Zenith Archmages, or Archdoyens, but that seemed like to much. |
| turalisj04-02-07, 08:52 PM | Apprentice Mage --> Journeyman Mage --> Master Mage --> Archmage Apprentice mages are like Aramar said, children who show talent. Upon reaching their races respective adulthood, they become a Journeyman Mage and may begin traveling. Once they have passed a series of tests issued by the council (I would say that each person has to do a diffrent test), they become a Master Mage. Once they reach sufficient level that they can defeat a current standing Archmage in a duel, they receive that title. |
| Demonfey04-02-07, 08:55 PM | Well, they would still have the titles archmage, its just they'd be called apprentice. To be fair, they are powerful. But they don't really have the knowledge or ability to fully control it. |
| CaptainShar04-02-07, 09:03 PM | If the ranking system was bothersome in the past, why not make it optional? I would personally find it fun to be someone's apprentice, but not everyone would. |
| Aramar the Black04-02-07, 09:07 PM | Sounds good to me. (The hierarchy) Although, I also like Shar's idea. Perhaps the Journyman mages may stay close for a time, and "attach" theymselves to the side of one of the Masters of Archmages. Thus, while Twinkle is given the right and respect approriate for a 9th level sorcerer, rather than an apprentice, she can still find the fun in a mentorship relationship. I was going to ask this in the meta-thread, but I'll ask it here too: Would Conscentia (if I get it going) be able to play a part in whatever roleplaying might go on? |
| Demonfey04-02-07, 09:10 PM | If we can get enough people interested, then sure. |
| CaptainShar04-02-07, 09:20 PM | Another letter comes in: Can I be Aramar's 'prentice? Dalion said he's the Archmage of Ice, and I like Ice. |
| Demonfey04-02-07, 09:22 PM | Dal takes it, looks at who its addressed to, and hands it to Aramar. This one's for you, pal. |
| Aramar the Black04-02-07, 10:17 PM | "Wonderful. I hope she's ready for some Advanced Elemental Thermodynamics. And maybe we can even get into cryontology." |
| Demonfey04-02-07, 10:20 PM | If you'll excuse me, I'm helping to kill a couple krakens. His image goes still again. |
| CaptainShar04-02-07, 10:26 PM | (She's currently on King's Pyre. So you can either go over there or request her to come back.) |
| Aramar the Black04-02-07, 11:00 PM | Well, taking a glance at the CotP thread, it seem like an engaging battle is going on, so I won't interrupt it. I'll send one of my furries with a reply, and a request to meet with me. |
| CaptainShar04-02-07, 11:16 PM | A few hours later, you see the Apparatus of Kwalish walking nonchalantly up to the Council once again. I swam past the most awful monsters on the way here! But I'm here for school. What's first? |
| Aramar the Black04-03-07, 07:37 AM | "Finding out what you know now. Then finding out what you want to learn." |
| CaptainShar04-03-07, 04:20 PM | With absolutely no sign from Twinkle, a snowman-sized snowball starts rolling down the hallway next to Aramar. A moment later she remarks: Took me a while to figure that one out. (Cold (Energy Substitution) Flaming Sphere cast without any M, S, V components) I've got a bigger snowball and a smaller snowball too. She tosses a tiny snowball at you, and then looks out the window and causes a huge snowball explosion. (Cold Acid Orb and Cold Fireball) Oh, and I can make the weather really nice, and make icy walls and icy breath and icy slushees. It starts sleeting and freezing rain outside. She fills the window with a pane of ice. (Sleet Storm, Ice Storm, Wall of Ice, Mephit Breath Weapon, and Slushee-making) A voice whispers in your ear: And I can do a few other little tricks like this. She sets your hand aflame, but it doesn't hurt at all. Then she signs her name under it. (Message, Continual Flame, Arcane Mark) (Her character's posted in the PC thread if you want to see everything.) |
| Demonfey04-03-07, 04:26 PM | Dalion's pulled out a notepad and begins taking notes on it. Okay, you've got natural talent and a good assortment of spells. How about knowledge and control? |
| CaptainShar04-03-07, 04:31 PM | Well, I'm not used to looking up magic in books, if that's what you mean. But I can concentrate. She stands sideways on the wall, pats her head and rubs her stomach at the same time, and simultaneously drops little flowers from her fingers. |
| Demonfey04-03-07, 04:37 PM | Impressive. But what about knowledge of your spells, their effects on others, things like that? |
| CaptainShar04-03-07, 04:44 PM | Oh, well, you just told me about how not everybody likes ice. So I'm not gonna make people cold if they don't like it. |
| Demonfey04-03-07, 04:46 PM | That's a good start. But what else do you know about them? Anything? |
| CaptainShar04-03-07, 04:49 PM | They just do things! I mean, what else is there to know about making feathers fly around, She picks a quill off a table. than making feathers fly around? She and the quill do a little waltz. |
| Demonfey04-03-07, 04:56 PM | Well, for starters, other things you can do it with. And how to lift heavier things with your mind. Even get it to do something complicated. I apologize, though-Aramar should be doing this. |
| CaptainShar04-03-07, 05:02 PM | Yeah, 'cause you don't like my spells. She taps him on the shoulder, leaving an icy patch. |
| Demonfey04-03-07, 05:06 PM | Very true. Laser beams shoot out of his eyes and melt the patch. |
| turalisj04-03-07, 05:42 PM | Zik floated into view. Good, you have a basic understanding of damaming spells, as well as basic messaging spells. However.. He thrust his hand upwards, a large fist of stone reaching up next to Twinkle. On each of the finger tips was a symbol for one of the five schools of magic. What do you know of the five schools of magic? |
| CaptainShar04-03-07, 09:52 PM | There's five schools here? Why do you need so many? And which one am I in? |
| turalisj04-03-07, 10:06 PM | School is merely a term used to desribe the diffrent aspects. They are, abjuration, conjuration, evocation, diviniation, transmutation, and necromancy. Ok, so there's six but necromany is more of divine magic than arcane. Ther are also other forms of magic, other than arcane, such as divine magic, psionics or mind magic, and blade magic. |
| CaptainShar04-03-07, 10:40 PM | Oh. So what was I doing? Can you show me one of each? |
| Aramar the Black04-03-07, 10:42 PM | "Necromancy is a school that has suffered under old ideas for too long a time now. The classical arcane necromancy fits under conjuration and transmutation. Also, I am finding myself to prefer the term "necrology", because the entire perview of such magic is not simply for making dead men tell tales." Aramar turns to Twinkle. "What you were displaying was primarily conjuration and evocation magic, with a hint of transmutatin. I can show you divine magic, if you wish. But tell me, young icemaker, what do you understand about cold?" |
| CaptainShar04-03-07, 10:45 PM | It feels nice. See? She bites her finger until it bleeds a little snow out onto the floor, making a grimace. Then she touches the finger to the wall of ice she made earlier, and it quickly reforms. And it keeps things from going rotten. I have a nice collection of fruits back home. They stay very pretty in my ice-box. And the fiery people don't like it. |
| Aramar the Black04-03-07, 11:15 PM | "Cold is stillness. Cold shows itself in many forms. There is the chill of the soul, the biting wind, the repeating rime, and the hard snowflakes. Cold is one of the fundamental energies that makes up this multiverse. And cold is sometimes seen a relative. What is cold to a pyronthropos may be warm to myself, and what I might find freezing, a white dragon or even yourself might enjoy as comfortably cool. So think on this: Can time be cold?" |
| CaptainShar04-03-07, 11:24 PM | If you made it slow and brittle and white, maybe. Can you do that? |
| Aramar the Black04-03-07, 11:26 PM | "Why white? Is to be slow to be cold, or is to be cold to be slow?" |
| CaptainShar04-03-07, 11:42 PM | Cold is white. Pretty much a fact for her. She's white, snow's white, cold dragons are white or silver, thick ice is white. I know some sluggish hot things, so probably to be cold is to be slow. |
| turalisj04-03-07, 11:46 PM | Zik pressed a button on his chair and a large red ice-serpent rose from a hidden compartment in the ground. Not everything is as it seems. Nothing special with the ice, just red dye added. You could even do that at home :P |
| CaptainShar04-04-07, 10:08 AM | Twinkle sticks her tongue out at Zik, letting out a little frosty puff as she opens her mouth. |
| Orcy The Green Wonder04-04-07, 11:07 PM | A green skinned woman clad in leather and wearing a black veil over her face steps out of the darkness and into the room. Her cloak is draped over one side of her body, hiding her right side from view. She looks about and peers at each individual in the room as if sizing them up. Giving a slight bow the woman clears her throat. "What is this place, and what world is this? I am... a traveler of sorts." |
| CaptainShar04-04-07, 11:31 PM | Oh, that happened to me too. I was playing in the snow, and suddenly I'm in this strange place with this wizard guy, but he turned out to be nice and everything, but then he disappeared, and this is the Council of Archmages. Snowball? She tosses one at you. Her kitten rubs up against your leg. |
| Aramar the Black04-14-07, 05:11 PM | "Welcome, traveler... of sorts." The pale half-elf tosses a conjured snowball the mephit. "My apoliges for my sudden leave, Twinkle. Taste the snowball" He turns back to the newcomer. "This is a place where a motley bunch of thaumaturgists discuss whatever is our whim. Usually we mean magic, but we're also incurable addictes of wit and the spontaneous" |
| CaptainShar04-15-07, 12:10 AM | Twinkle licks the snowball. |
| kedi04-24-07, 04:47 PM | [OOC: Holy cow this thing's alive! Anyways, just posting for the good old days. This thread reminded me my new class, for anyone interested. Cheerios!] |
| Demonfey04-24-07, 04:48 PM | Your link seems to be invalid |
| Aramar the Black04-24-07, 05:56 PM | Aye, that's what I'm getting. |
| CaptainShar04-24-07, 06:21 PM | Twinkle arrives back from the funeral. So, Mr., is there anything else I gotta learn? Or do I ever take classes with this school? |
| Aramar the Black04-24-07, 10:14 PM | The answer to the former, Twinkle, depends on what you aspire to achieve. You must pardon my silence; I have been going over the specifics of the Pentagram. Perhaps we can get it up and running in full soon. I think you know enough about spellcasting general; what is left are matters of particular applications (spells) an thoeretical matters, in which case spending time in these halls may well suffice. Just ask what questions come to mind. If you are interested, I can show you more spells dealing with the nature of cold. As for the school, I am organizing some classes and seminars which arcanists from all walks of life may find of value." A challenge: List five concepts (ideals, energies, etc..) that are the core of this Council. Examples: Magic, Intelligence, Equality, Creation. |
| CaptainShar04-24-07, 10:21 PM | I want to learn about cold! Dalion said I had to make up my own spell if I want to graduate, so I'd better find out what ones are already made. And, let's see: Fancy Chairs, Big Words, Shiny Lights, Summoning, and Libraries |
| Demonfey04-24-07, 10:27 PM | Dal walks in. Upon hearing Aramar's challenge, and Twinkle's response, he replies. We do like our fancy chairs and dramatic lights, don't we?;) Can I bum a ride from someone to King's Pyre? I need to figure out a way to set up transport here without having any spells. He suddenly begins disappearing. Wha? He's gone. |
| Aramar the Black04-24-07, 10:45 PM | Just becuase a spell has been made, doesn't mean that we know about it. Big words, eh? I can help you there. Thaumaturgist, cryolaty, cryosophy, thanatology, countergeotropics, effulgence, prurient, maugre, diurnal, glebe, leal, cynosure, ruminate, caseous, behoove, psuedoantidisestablishmentarianism. I'll get to the summoning and the libraries later. |
| CaptainShar04-24-07, 10:50 PM | Pneumonoultramicroscopicsilicovolcanocon eosis. My old wizard master knew that one. It's better than yours. Okay, well I know how to make a big rolling snowball; I want to make a spell that makes a big rolling snowman with three snowballs on top of each other! And then they could stay together to attack tall things, or roll apart to chase lots of small things. |
| Aramar the Black04-24-07, 11:10 PM | (iosis, not eosis) Aramar takes a big breath: Ornicopytheobibliopschocrystarroscioaero genethliometeoroaustrohieroanthropoichth yopyrosiderochpnomyoalectryoophiobotanop egohydrorhabdocrithoalphitohalomolybdocl erobeloaxinocoscinodacyliogeolithopessop sephocatoptrotephraoneirochiroonychodact yloarithstichooxogeloscogastrogyrocerobl etonooenoscapulinaniac" Not that we're competing or anything. Spells with multiple, controllable moving objects are not unheard of; Greater Mage Eye has such an effect, if I remember right. Similar thoery, but easier becuase it's just spheres of ice. |
| CaptainShar04-24-07, 11:15 PM | (What does that even mean?) So how do I make it? |
| Aramar the Black04-24-07, 11:31 PM | Something to do with unusual (often witchcraft/criminal) behavior; using a variety of odd devices, which can be observed by finding the many roots in the word ("biblio","hydro", "anthropo",) I'll find the exact definition later. Well, the Ball Lightning spell creates a controllable orb of electricity, or so I've heard. It shouldn't be to much of a matter to add minor matrices providing extra orbs, and altering the sizes. Depending on the components, damage and other perimiters that you add, it could be within usable range. If you like, we can go to that library now and look up some useful spell instruction (A full completion of this instruction would entail research equivelent to learning 1-4 spells of medium level, as well as the usual research time for creating a new spell.) |
| CaptainShar04-24-07, 11:40 PM | Sure! But do you really think the library will help? I usually just discover things on my own. (She can go all night and all day - no need for sleep!) |
| Aramar the Black04-26-07, 06:11 PM | OOC: My mistake. In my weariness, I completely forgot that Twinkle was a sorcerer. How do sorcerers create new spells, anyway? And forget the research times I mentioned, then. IC: Well, if inspiration finds you, all the better. I still don't think a glance through the books would be bad idea. Jog your creativity, perhaps? I'll reserve a practice hall for experimentation. |
| CaptainShar04-26-07, 06:20 PM | (Don't really know. This is the first full caster I've played.) Okay! I want to read what everybody else tried. Because if I accidentally made a fire ball by mistake, that could be ouchy. |
| Aramar the Black04-26-07, 06:31 PM | And that's what the practice hall is for. (Sorcerers can learn new spells from scrolls and spellbooks) |
| CaptainShar04-26-07, 06:36 PM | Twinkle follows Aramar to the library and pulls out the biggest book she can find, flying precariously with it to a tall desk. She starts flipping through, looking for pictures. Ooh, this looks about right! (It's a golem manual.) |
| Aramar the Black04-26-07, 07:03 PM | Aramar chuckles lightly, and lays his hand on the manuel to take it away. "Only if you were looking to make a permanent automata out of snow. Fun,yes, but not what we're here for." He gestures, and a few books comes flying from somewhere among the shelves. "These might better suit you purposes. Dry and big; but I'l admit that's all I've accustomed myself to recently. Frozen Fire: A Study of Reversed Elements Arcane Mastery: A Treatise on the Fundamental Mutability of Arcane Law and Its Relevance to Practical Spellcraft, by Lord Jaerom Darkwind A Treatise on Beginning and Advanced Combat Tactics for the Aspiring Evoker, by Atox Colikus Arcanum Avelum (Aramar's spellbook) |
| CaptainShar04-26-07, 07:09 PM | Twinkle opens the top one. Frozen Fire A Study of Verse Elements. She reads the first page. Written by...people never sign their names so I can read them. Introduction: a fire can take many forms. It can be angry or mold - smoldering. A fire - Twinkle looks up. I said I didn't want to make fireballs! |
| Aramar the Black04-26-07, 07:21 PM | I know. This book is not about making only fireballs, per se. It's about changing them into sonicspheres and snowballs, and vice versa. However, now that I think about it, you probably know how to do that kind of thing already. However, there are magics that create multiple spheres of energy; most arcanist record them as fire-producing effects. Why, I don't know. But that's this book came to mind. If it offends you, we can send it right back" He snaps his fingers, and the book closes itself and flies away. |
| CaptainShar04-26-07, 07:27 PM | Twinkle opens the next one, skipping the long title completely. She finds a page with shape diagrams. There! I want it to look like that. Does this book explain how to make more of the same thing, and how to make it move? Because I already know how to make a big rolling snowball. She holds the book carefully open at the page. Where's the practice room? |
| Aramar the Black04-26-07, 07:41 PM | Aramar pulls an exotic key out from one of his belt pockets, and walks over to one of the many decorative symbols on the walls. Touching the symbol with the key, a lambent doorway opens to reveal a long, stark hall. He turns to Twinkle. "That book explains a great many things, many of them fiarly heavy reading. Not to say that you are unable to comprehend them, but trying to build the spell from this book is quite different than your usual method, I would think. If you wish to wade through it, we can go ahead. Try imagining that diagram as you cast, for a first step." He reaches out for the book, a bookmark in his hand. "I'll see if I can't find the altering perameters. (P.S. Have to go now. Be back in few hours, hopefully) |
| CaptainShar04-26-07, 07:53 PM | She sits down and closes her eyes. After a minute of concentration, she opens one eye and two big rolling snowballs appear at once, but the top one immediately falls off the bottom one and they both crash into the wall. Ugh! Now I feel all tired. She leans against the wall. This is harder than I thought. |
| Aramar the Black04-26-07, 11:18 PM | "Interesting....." Aramar pages through the thick tome. He read a few lines, than looks up at Twinkle. "This is like trying to explain the Common tongue to a Drow while speaking in High Elvish. That's not a bad first step. Worry about three spheres later. Get the two reliably, and try to focus on controlling where they go. Let the ideas and diagrams sink into your mind, and alter as the inner magic sees fit." |
| CaptainShar04-26-07, 11:22 PM | I can speak Air and Water and Dragon, if that helps. She tries again, this time calling for two rolling snowballs in Draconic. Two appear, and she locks them into a dual orbiting pattern until they fade. (What race and level is Aramar, anyway?) |
| turalisj04-27-07, 07:08 AM | (He's human wiz?/archmage?. He's so old that no one realy knows anymore :P) |
| turalisj04-27-07, 05:21 PM | Zik floated into the council halls, a small orb of ectoplasm floating above one hand. It had a slight forest-green glow to it. I finaly found one of my spare bodies, however I need some help to fully recharge it. Anyone interested? |
| CaptainShar04-27-07, 07:27 PM | I'll help! Does it need to touch a squishy wall? (Remember ice mephits can regenerate very quickly when touching a piece of ice.) |
| turalisj04-27-07, 07:52 PM | It needs the strength of atleast two spellcasters who have reached almost absolute perfection in magic. Zik said, waving his hand as ectoplasm began to trace symbols along the floor. If anyone has seen the anime Fullmetal Alchemist, the symbols are the same as the ones used to make the philosopher's stone. |
| Demonfey04-27-07, 07:54 PM | (I take it you mean the ones in the prison, not the ones on Scar?) |
| turalisj04-27-07, 08:04 PM | The ones at the very end, where..... Ed gets trapped in WW1 Europe with his dad I actualy have a template that kind of copies Scar's arm's abilities... Now if there was some way I could playtest it :P |
| Demonfey04-27-07, 08:10 PM | (That doesn't make one, though, so :P .) |
| turalisj04-27-07, 08:41 PM | No, they had to use Al's body.... *goes off and looks for Shiny* Heheheh |
| CaptainShar04-27-07, 09:00 PM | Oh. I'm still practicing. Twinkle lets off another two snowy spheres; this time she manages to keep one on top of the other, and the top one has a grin. Oops. I should probably go back to my practice room. She does so, and the spheres follow her. |
| Demonfey04-27-07, 09:16 PM | (T, let's move this to IM to avoid spoilers, agreed?) |
| Aramar the Black04-28-07, 09:40 AM | Aramar's a half-elf Mystic Theurge. Level depends on the game being played in. In the old days it was (20? 30?); but now it's 15, as per the IFWG rules. (I'm close to having his edited stats up in the character thread) "As tehy say, practice is perfect. It's coming along wonderfully, Twinkle. Do a few more, and I show your the pages with the advanced diagrams." |
| CaptainShar04-28-07, 11:27 AM | Twinkle appears to be concentrating very hard, a bit worn out from all the earlier work. Suddenly three cold-fireballs blast through the practice chamber all at once, and when the whiteness clears, Twinkle is lying on the floor. Her eyelids flutter open - she's unhurt, completely immune to cold - but she blacked out for a moment. She looks around. Oops. |
| Aramar the Black04-28-07, 01:03 PM | "Even more impressive. Perhaps we won't need these books after all. None-the-less, Twinkle, I think you had better rest and recouperate. No need to be in a hurry. Here, have another flavored snowball" He gestures, and a large, bluish-white snowball appears in his outstreched hand. |
| CaptainShar04-28-07, 01:16 PM | She eats the snowball. Okay. I think I'm mostly out of magic for today, anyway. C'mon, Snowball. School's over! She plays with the kitten in the grand council chamber all night, at least until the kitten falls asleep. Twinkle pretends to sleep too - for about five minutes. Then she jumps up and starts a midnight tour of the Halls, poking into every room that's unlocked or that has a window big enough for her to fit through. |
| turalisj04-28-07, 01:57 PM | By now, the ectoplasmic symbols have finished. They are covering the entire room, glowing with arcane and psionic power. Well, since we don't have any willing participants, I'll have to do this alone.... This is going to hurt a bit. Zik waved his hand, summoning several large crystals at certain parts of the symbols. He hovered over the ord, muttering enchantments to himself. Energy lanced out of the crystals, pulling the body of a young elf, fully donned in battle armor, from the orb. Zik's ghostly body began fusing with the body, arcane and psionic energy arcing widely. Within a minute the proccess was complete. It is good to be back in my body, er, one of them. With the transformation complete, arcs of eldritch energy still arced from Zik's new body. |
| Aramar the Black04-28-07, 02:36 PM | My greatest apologies, Zik. I thought you had left. If I had known you were still here I would have gladly helped; even if I don't consider myself all that powerful. Are you in any pain?" |
| CaptainShar04-28-07, 02:37 PM | Hello, Zik! Is that the fixed-up skin-person? |
| turalisj04-28-07, 02:58 PM | Well, you know that feeling you get when struck by a few bolts of lightning? The feeling is somewhere around there. And yes Twinkle, this is my new body. Unfortunatly, it is charged with psionic energy rather than arcane, so I can no longer use any spells. He nodded towards Twinkle, sending her into the air. I can, however, do that. |
| Aramar the Black04-28-07, 03:02 PM | "Not inherently, at least. I've always wondered: Why is it that psions seem so much more adept at telekenisis than mages?" Aramar walks towards Zik, his right hand glowing a lambent white-green. "Something to ease the pain, if you don't mind." |
| turalisj04-28-07, 03:11 PM | It'll go away in a few seconds. This wasn't the first time I had to fish out a body. Zik said, spinning Twinkle around several times in midair. Perhaps psions are more adept at telekinesis than mages due to our fine tuned control at it. Most of my skills are aimed at manipulation of others, for instance. His eyes glowed for a second, and Aramar's hand sudenly found itself striking his face. I can control another's body to a degree. |
| Aramar the Black04-28-07, 03:25 PM | Interesting....I inflict pain upoin myself, and yet the hand was enabled with healing energy....a most confusing feeling. Do mages not manipulate outside objects? Other creatures included? I thought the psions realm was more of the mind, meaning mental manipulation, rather than physical. And while such could be used to make someone slap themselves, I still fail to see how the use of telekenisis is one of the iconic pictures of a psion." |
| turalisj04-28-07, 03:55 PM | Much as there are diffrent forms of arcane magic, there are diffrent ways that a psion uses their mind. I myself am a kineticist, one who manipulates matter and energy. The two types you are thinking of, clairecents and telepathy, deal with seeing into the future and manipulating the minds of others. |
| CaptainShar04-28-07, 04:21 PM | Whee! Twinkle, with her perfect maneuverability, is using the momentum from Zik to spin faster than she can normally. You awake again, Aramar? Can you show me the books again? |
| turalisj04-29-07, 09:23 AM | What in the name of all that burns is this?!? Came a voice from behind Zik's chair. A burning figure walked out, a mixture of magma and flames. An ice mephit? Looks like I get to burn something! Calm down, you wont burn anyone. I told you, save it for the bandit camps and the monsters. Zik said, scolding the burning figure. Sorry all, this is Ignus. No Twinkle, he's not a mephit like you. He's a distillation of my own psychic energy combined with energy from the plane of fire. |
| CaptainShar04-29-07, 02:54 PM | Twinkle sticks her tongue out at it, inadvertently letting out a puff of cold. |
| turalisj04-29-07, 03:20 PM | Ignus stuck his own tongue out, a gush of flame launching towards Twinkle. Bad Ignus, no spitting flames at the archamge of snowballs. Zik brought out a spraybottle and spritzed Ignus with it. Ranged touch attack: 19 (http://invisiblecastle.com/find.py?id=1009734) Damage: 11 (http://invisiblecastle.com/find.py?id=1009737) + 5 for being fire damaeg, for a total of 16. |
| CaptainShar04-29-07, 03:30 PM | Ow! Twinkle makes a ball of ice around herself and rolls out of the room in it, gradually restoring herself to full health. He doesn't play nice. |
| turalisj04-29-07, 03:41 PM | He has issues with others. It's a thing called sociopathy. Don't worry, he's not nearly strong enough to seriously hurt you. |
| CaptainShar04-29-07, 03:52 PM | Well if he tries again I'm gonna put him in an ice-ball, and then try my new snowman spell on him. |
| Aramar the Black04-30-07, 06:11 PM | "I find it interesting how the majority of our active membership is aligned with one of two opposed energy forces. Even the psychic distillation archmage of serpents is aligned with one." Aramar snaps his fingers, and the large tomes he and Twinkle had been paging through earlier float through the hall, landing at his feet, the Thoery book on top, with a bookmark still in it. "I believe this is what your looker for, Twinkle?" |
| CaptainShar04-30-07, 06:29 PM | She opens the book to the page, and a moment later a three-part snowman bounces around the corner and down the hall toward them. She does not appear to notice it. |
| Aramar the Black04-30-07, 06:50 PM | Aramar thinks quietly to himself: "She is doing well. I'll just let her keep playing." He eyes the snowman |
| CaptainShar04-30-07, 06:59 PM | It bumps into her. Hey! She turns around. I did it! It disappears, but another one appears shortly thereafter. This time Twinkle is watching it, and she makes the three balls juggle themselves before they disappear. I told you it usually just comes when I'm least expecting it. I can always tell when I know a new spell because it sneaks up behind me. Good thing most of my spells don't hurt me! |
| CaptainShar05-07-07, 08:46 PM | Can I have a book? |
| Aramar the Black05-07-07, 08:50 PM | What kind? |
| CaptainShar05-07-07, 08:54 PM | A blank one. To put my new spell in so other people can use it. And I need some colored pencils. |
| Aramar the Black05-07-07, 09:03 PM | Aramar snaps his fingers, twice, and a white book comes floating into view. He then reaches into one of his many belt pockets, fumbles for a bit, and pulls out a handful of drawing materials, from chalk to charcoal to colored pencils or various colors. He sifts out the pencils. "Preference?" |
| CaptainShar05-07-07, 09:11 PM | Twinkle is already too busy using every single one of the colors to put a few marks on every page. See? It's snow! Rainbow snow! Like when I do this... She makes a snowball and casts prestidigitation over it. She then goes back with a silver pen and draws in a more detailed picture of the snowman in various poses on a few of the pages. In one of them it is attacking a man in a pointy hat. In another it is riding in the Apparatus of Kwalish. |
| turalisj05-14-07, 08:38 PM | @ Aramar, Shar, and Demonfey: A sailsnake floated in, landing infront of Aramar with a letter attached to it's tail. There is a traitor among us. Sculy, the Archmage of Shadows, is planning an overthrow of the council. I ask the assitance in each active archmage in stopping this insanity. -Zik Flameweaver, archmage of serpents |
| CaptainShar05-14-07, 08:43 PM | What's a traitor? And I like shadows; they're the only good thing about a hot day. |
| Demonfey05-14-07, 10:47 PM | A traitor's someone who betrays others. He crumples the letter. Sculy's not as foolish as to do that, hopefully. He has wisdom. He should see that it would only hurt the council more than anything. He spots Ignus, pulls out a squirt gun, and shoots the fire creature with it. No torching the mages that don't work with fire. Do it again, and I use a fire extinguisher. |
| turalisj05-14-07, 11:16 PM | A snake slithered in, it's form changing into that of Zik. But he is that foolish. He believes that those of us who remain are weak and has asked for help in overthrowing us. I have already challenged him to a one on one duel, and await his answer. Read the thread on the Legends area. |
| Dyne05-15-07, 12:30 AM | A beautiful Elf woman with long black hair and wearing flowing dark blue robes enters the halls of the Council of Archmages. She leans on a staff in one hand, and its *clanks* echo through the halls as she walks. She has a strong yet beautiful voice that flows over words as she speaks. "Are these the halls of the Council of Archmages, that powerful and ancient guild of spellcasters?" She glances around the room, looking each person in the eyes as she comes to them. I've decided that my character concept would actually work better as a female. This is my first time playing a character of the opposite gender (if I remember correctly :thinks: ), so be kind. |
| CaptainShar05-15-07, 12:40 AM | Hello! Are you the shadow person who sent the note? |
| Dyne05-15-07, 01:23 AM | The Elf woman's eyes narrow as she looks at Twinkle. "No," she curtly replies. "But perhaps I should introduce myself," she continues as she looks about the room. "I am Anastrianna Naïlo. I am a Songweaver looking for a place where I can focus on my studies of arcane lore." |
| CaptainShar05-15-07, 01:26 AM | Who are you, then? I'm the Archmage of Snowballs! And my name's Twinkle, and my kitty is Snowball too, and this is the Council of Archmages. Twinkle conjures up a handful of snowballs and tosses them at the woman. |
| Dyne05-15-07, 03:39 AM | The snowballs seem to absorb into Anastrianna's form. She sighs at the ice mephit. "I am afraid you will find that such things do not work against the Lady of Winter." |
| Demonfey05-15-07, 11:10 AM | Lady of Winter, eh? Dal moves forward. I'm Dalion, current leader of the archmages, and Archmage of Fire. Welcome to the council. As for you, Twinkle, remember, your snowballs can hurt people if you're not careful with them. |
| CaptainShar05-15-07, 11:49 AM | I just wanted to play catch with little ones. But she likes cold? Yay! Twinkle flies at 'The Lady of Winter' and gives her a big hug around the knees. |
| Demonfey05-15-07, 03:19 PM | Right. Well, if you'll excuse me, I have a traitor to roast. Now where did I put that flame throwing device... |
| Dyne05-15-07, 05:22 PM | Anastrianna raises an eyebrow at Twinkle. "Umm, nice to meet you, too...." She stands there awkwardly. |
| CaptainShar05-15-07, 06:36 PM | I can show you the library and the practice room! And Aramar likes cold, too. I'm his 'pprentice. And guess what I just made! Twinkle takes Anastrianna by the hand and drags her to the end of the room, then stops, closes one eye and balls up her fists and conjures a three-snow-sphere snowman. What can you do? |
| Aramar the Black05-15-07, 06:50 PM | Aramar chuckles heartily. "You will just have to get used to such thing, Anastrianna. Our charming archmage here is very enthusiastic." He turns to the others. On the matter of Quarius, I am quite saddened. Of course, he will not go unchallenged. I will go Dalion's way soon; the Archives will not fall while I remain on this plane." He turns back towards the newcomer. "You are quite welcome here, of course. Have you a particular area of expertise or interest? Workers of Cold are becomeing quite common, and we do have a tradition of Archbards in the Council." (With this coup thing, are we playing ECL 15? Or, since Quarius will likely wish to be higher-level, can we?) |
| CaptainShar05-15-07, 07:31 PM | Why's everyone going? Is there a problem? |
| turalisj05-15-07, 07:34 PM | We should all be playing on the same page here. If scully wants to play at his ecl 35, I'll break out my dragon and DF can bring Crowley back into play. *cracks knuckles menacingly* |
| Dyne05-16-07, 02:36 AM | "Expertise?" Anastrianna responds to Aramar. "My powers are over the chill and the darkness of Winter night, as well as much more besides. Though, I try not to limit myself to just one specialty." She looks around at everyone leaving to deal with the renegade Archmage. "Well, as you fellows go to take care of your business, I will set up my quarters and become accustomed to the place. That is, of course, as long as no one minds." She reaches into one of the pockets of her belt, and a large wolf with snow white fur jumps out. It is quite evident to any onlookers that there is something special about this wolf, something magical. It looks about the room, sniffing the air, but never leaves Anastrianna's side. |
| sculyblast05-19-07, 03:42 AM | is there anyone who would like to get the council's archive back in shape? Thread 7 and 8 are fully missing, and from the ruleplaying games only the first one is archived, The tyranny of Xantoflamis Apparently isn't. The Archive can be Accessed at Council.of.Archmages@gmail.com password: blastme also, look if any of the old forums are accessible or if they are deleted. thanks for your work. sculy Edit: I found the long lost CoA forum, http://archmages.conforums.com/index.cgi, there are some magical items etc on that forum... are they included in the library? I think not! the other forum, the first one, was permanently lost. Btw, how do we feel about Creating Thread #9? Zollex Cheese Forever! |
| Dyne05-19-07, 05:07 PM | OoC @ Aramar and CaptainShar: Would you guys be interested if I started a guild for cold-oriented characters, like a sort of Ice Fortress? |
| CaptainShar05-19-07, 08:09 PM | Fine by me. If you want a five-year-old in it, that is. |
| Dyne05-19-07, 08:13 PM | Fine by me. If you want a five-year-old in it, that is. Not at all. I think Twinkle makes an interesting contrast to Anastrianna. |
| Demonfey05-19-07, 11:44 PM | @Sculy: If there's anything of real note, I would like it to be put into the CoA archives. As for a CoA 9, after this hits 1000. |
| sculyblast05-20-07, 05:43 AM | Well, go ahead, the archives are free to acces for everyone in the council, I stated the username and the password above. if any of you feel like adding anything, please do so. sculy |
| Damior05-20-07, 07:20 AM | A man in a brown and gold robe walks in. His shoulder length hair is a faded brown color, and he carries a wooden staff with a golden cap at each end. He walks in a very dignified manner, surveying his surroundings, before speaking in a commanding voice, to no one in particular "So this is the Council of Archmages I have heard about. Tell, what are the benefits of joining your organization?" |
| Aramar the Black05-21-07, 12:57 PM | Good conversations, intrigue, intellectual ideas, witty banter, political debate, snowballs.......but, I take it your thinking of the more worldly perks? Access to the Council archives, first-rate education, access to the Council spellbook, nuetrality in the guild fueds, and more. You interested? @ Dyne: A cold-based foundation sounds interesting. @ Sculy: Sorry about not having anything from teh conforms forum in the Library. I'd forgotten about the place until a couple weeks ago, and then I had to try adn find the URL and my old password. And, admittedly, I've been my usual lazy self and done no updating. But I'm graduated now, so that means I have lots of free time. So keep bugging me to get things done. :) |
| Dyne05-22-07, 01:57 AM | Anastrianna finds a living quarters that she finds suitable, and it is not long before the place is filled with spellbooks, scrolls, alchemical instruments, and other tools of arcane lore. It is interesting to note that most of the items filling her room were somehow stuffed into her thin belt. "It is only missing one final touch," she says, and with a wave of her hand it begins to snow inside her room. The floor becomes covered with a white layer of Winter, and icicles hang from various places. Satisfied, she puts her wolf back in her pocket and heads off again to find someone who can create magic items. Council spellbook Whaaat? We have a spellbook? |
| sculyblast05-22-07, 06:40 AM | Good, I have made up my mind. I want to give the Council of Archmages another Member boost. in old days we used to accomplish such things simply by emailing old member to return to the halls. however, I checked with some old members, and most of them simply left the boards, so sending them messages demanding to return to the council is not going to work. for these reasons i have Decided that the following steps have to be taken to improve the condition of the council. 1. For Clairity new Members will need I suggest we just create a new thread now, with in the first post/page a clear explaination what the council is about and handy links to former treads, libraries and roleplaying threads, and maybe a brief outline on the current power structure in the council. in my humble opinion waiting for post #1000 is not neccesary and hasn't been done in the other threads. Clearity is more important then numbers. 2. Apart from the main thread, which I used for magical discussion, I would suggest we create a roleplaying thread in Map of the planes, this makes the main thread more clear of topic and allows use to have a structured continuety in roleplaying threads, plus an potential member stream from map of the planes. 3. Apart from that I want the Create a thread which shows parts of the Councils archives in the DnD forum: Spells and Magic Items, this is another way to lure members to the council 4. I suggest that Next to the function of Threadkeeper, the functions of RPG master, and Topic Master Are Created, The Rpg Master moderates the Rpg Thread and functions as DM, while the Topic Master Makes Up topics top keep the Main thread running, this can be intellectial discussions about For example Magic on other planes, New releases such as the Tome of Magic on Pact, shadow and true magic ( I for one do not like the shadow part of that book.) or simply a contest of Creating spells, Magic Items and Prcs. 5. The first topic in the new thread would be a spell creating contest. I still have to think about the price though. and my last request, Dear Demonfey, could you please edit (unofficial) out of the threads name:P sculy |
| Aramar the Black05-22-07, 10:10 AM | @ Dyne: Aye, we have a spellbook. I don't think it has been touched in a while, however. @ Sculy: 1. I don't mind on this point. 20-something pages is an average restart point for most of the Council threads, if I remember rightly. 2. Again, being myself, I don't really have much of an opinion; as long as any "adventure"-style play is run in a seperate thread, and magical discussion (in and out of character) run here, I'm fine. 3. Sounds like a plan. I can go ahead, as I'll already be digging through the archives; if no one objects 4. I was under the impression that the Threadkeeper would attempt to invigorate discussions and come up with topics should thread activity start to lag. 5. And the criteria. In order to reflect the power availiable to the Archmages of the Council, Sculy, what will the conditions on our availiablity to Council homebrewed spells and magic items? Also, the question of retroactive learning/scribing. Some things, like item creation or extra spell addition take time; is it safe to assume that Aramar spent time and gold a year ago (in game time) writing some new spells into his spellbook? |
| sculyblast05-22-07, 01:28 PM | 3. I'd like to have a new thread before I start directing new members to the council. 20+ page threads are quite repulsive to read. I think I become disintressed in a thread after it reached page 4. 4. well, actually it is, but I want to create a partner in that to keep the activity fluently. I remember discussions with ava and Finwe about topics for 5 topics ahead, just because some topics apear to be boring. also a quick note to the new topic master, don't be afraid to use topics from the past, no one is likely to remember them, and otherwise they will still be a good conversation starter. 5. I have no clue, Kedi used to create those things, I scarcely ever even competed in them, and my spells were always overpowered, hence discarded. and on conditions about extracouncilal mages to use our homebrew spells... you might have a point on not simply giving them away, though I actually just feel like putting them on. I believe the guildhouse library stole most of our spells already so I don't see why we could not just use them to lure members in. it is not likely they will stop using our homebrew spells if they ever decide to leave the council. and about retroactivity, sure do as you wish, I haven't used quarius in 3 years so if I'd like I could just make up 15 more years of Quarius history at the moment. I don't have a great pact with chronology. sculy |
| Dyne05-22-07, 02:57 PM | 1. For Clairity new Members will need I suggest we just create a new thread now, with in the first post/page a clear explaination what the council is about and handy links to former treads, libraries and roleplaying threads, and maybe a brief outline on the current power structure in the council. in my humble opinion waiting for post #1000 is not neccesary and hasn't been done in the other threads. Clearity is more important then numbers. I agree. A new thread about now would be a good fresh start. 2. Apart from the main thread, which I used for magical discussion, I would suggest we create a roleplaying thread in Map of the planes, this makes the main thread more clear of topic and allows use to have a structured continuety in roleplaying threads, plus an potential member stream from map of the planes. I disagree. Since the roleplaying is tied to the IFWG (which takes place in this forum), it makes no sense to move it to another forum. 3. Apart from that I want the Create a thread which shows parts of the Councils archives in the DnD forum: Spells and Magic Items, this is another way to lure members to the council The WizO's might just move that thread back over to here anyway, but it's worth a shot. 4. I suggest that Next to the function of Threadkeeper, the functions of RPG master, and Topic Master Are Created, The Rpg Master moderates the Rpg Thread and functions as DM, while the Topic Master Makes Up topics top keep the Main thread running, this can be intellectial discussions about For example Magic on other planes, New releases such as the Tome of Magic on Pact, shadow and true magic ( I for one do not like the shadow part of that book.) or simply a contest of Creating spells, Magic Items and Prcs. I don't think any of this is needed. Especially since it is impractical to create a separate RPG thread. 5. The first topic in the new thread would be a spell creating contest. I still have to think about the price though. Whatever. and my last request, Dear Demonfey, could you please edit (unofficial) out of the threads name:P You can't change the name of a thread after it has been posted for 2 weeks. And this thread has been around for a LOT longer than 2 weeks. |
| sculyblast05-22-07, 03:34 PM | The difference between posting the rpg thread here and posting it in the Map of the planes is that in the map of the planes there will be non-member players that want to join in, thus increasing the amount of members. as for an Rpg master, Well, there has to be someone who gets the lies about our history straight. sculy |
| Dyne05-22-07, 04:55 PM | The difference between posting the rpg thread here and posting it in the Map of the planes is that in the map of the planes there will be non-member players that want to join in, thus increasing the amount of members. I think the Map of the Planes people would more likely be confused why roleplaying from another forum has invaded their boards. Especially when there's RP between the CoA and other guilds, separating the threads makes things needlessly complicated. |
| Damior05-22-07, 05:56 PM | @ Aramar: "Good, that sounds like what Ive been looking for, the snowballs part notwithstanding, I think I shall submit my application. Here are my credentials." The man reaches into a pocket and removes a neatly folded sheet of paper, and begins reading from it, " Lord Governor of Monim Province in the Kingdom of Perigan, Archmage Graduate of the Academy of the Guiding Moon, Descendant of Petor the Great, and Participant in the Second Battle of Red Falls, and the 26th Seige of Kanotch. I submit my application to join your order, under the title Archmage Abjurer." |
| Demonfey05-22-07, 06:07 PM | Never heard of any of those. Titles don't quite work that way. You can be the Archmage of Abjuration, but not Archmage Abjurer. The figure who spoke gets out of his chair and looks through the papers. Name's Dalion Firewrath, formerly Crowley Maelhaevec, ex leader of the Guild of Ultimate Evil, retired leader of the Children of the Planes, occasional leader of Pyro's Anonymous (for those times when you need a place to lay low after arson), leader of the Council, and Archmage of Fire. Show us what you can do, and you're in. |
| Aramar the Black05-22-07, 06:16 PM | Aramar nods his head in a blank fasion as the newcomer recities from his paper. "Then I welcome you, Archmage of Abjuration, to the Council of the Archmages. And I guess since we're all showing credentials, I may as well introduce myself. Aramar the Black, Archmage of Ice, Headmaster of Conscientia, Librarian of this Council." @ all: I've got some game material ready to show, but I'll wait to see if and when we start the new thread. Hey, that was fast. |
| CaptainShar05-22-07, 08:37 PM | Twinkle tugs on Aramar's sleeve. Do I get to start school soon, Aramar? Look at all these new teachers! |
| Aramar the Black05-22-07, 09:34 PM | Aye. Tomorrow, I hope. I've got some of the more exotic classes written down; but the tricky part is figuring out how to balance the benefits. Otherwise it's like Santa Claus walked into the hall with a big bag full of free feats. Prestige class? XP? Gold? Feat Slots? Spell Slots? Spells Learned? Time? |
| Demonfey05-22-07, 10:27 PM | Let's start with time, maybe a setup that it's like an RP way to learn feats or something. XP could also work. |
| Dyne05-22-07, 11:01 PM | There are a few things I could think of: -Characters could copy new spells into their spellbook, and the "class" is basically the RP surrounding that -Each class presents certain challenges to the character, like an adventure, which gives them an opportunity to earn XP by overcoming those challenges. I like this option, since it gives the CoA a series of adventures that it could run to give people something to do. |
| sculyblast05-23-07, 03:14 AM | I think the Map of the Planes people would more likely be confused why roleplaying from another forum has invaded their boards. Especially when there's RP between the CoA and other guilds, separating the threads makes things needlessly complicated. they won't. our previous two ( or three, but I can't find any evidence of the existence of the roleplaying thread "the return of the fifth") roleplayingthreads were all placed in the map of the planes. people don't mind that the thread is originally from the guildhouse and just chip in. though the roleplaying threads that we have had so far all had a story connect to it. the first one was about the kipnap of aravilars daughter, the return of the fifth, if it ever existed, was about the return of the fifth zenith archmage who had that position before quarius had it. and the last, the tyranny of Xantoflamis was about a coup by some npc archmage, whose dictature needed to be ended. for a new roleplaying thread the RPG master would be sure to keep such topics in mind. Second to that, Roleplaying in the mainthread disables it from having discussions about magic and homebrew stuff. such discussions were the strenght of the council. therefore I have always been against roleplaying in the mainthread. and for interguild roleplaying... what other guilds did you have in mind? 70% of them is composed out of the same members. there is hardly a cross over. only the Circle or warlocks has a lot of other members, but we will swallow that when we grow. sculy, so do I get permission to start my system of new members. @ aramar, please pm me a description of your your material, maybe we can use it as a start for the roleplaying thingie. |
| Aramar the Black05-23-07, 09:21 AM | There are a few things I could think of: -Characters could copy new spells into their spellbook, and the "class" is basically the RP surrounding that -Each class presents certain challenges to the character, like an adventure, which gives them an opportunity to earn XP by overcoming those challenges. I like this option, since it gives the CoA a series of adventures that it could run to give people something to do. That's the essential idea for most of the classes. The Class itself had a DC, which could be passed with a good Spellcraft/Knowledge check. Success would grant XP, as well as spells, depending on the degree of success. And I take it that what you had in mind would be like thier "final", in which they apply the thing they have learned over thier time. Also an excellent idea. However, my problems concerns the more exotic classes, such as Quantum Thamaturgy, Truename Theory, or Manual Restriction Reduction. These classes may be different and difficult, but not to the degree where a high leve caster woudl really earn any xp from them. And free spells don't always fit, either. Thus, perks for passing a given DC; perks that even an archmage might enjoy. (Bonus on Truename checks, -5% spell failure when wearing armor, etc..) These are the benefits I was trying to balance out. |
| Dyne05-23-07, 02:16 PM | they won't. our previous two ( or three, but I can't find any evidence of the existence of the roleplaying thread "the return of the fifth") roleplayingthreads were all placed in the map of the planes. people don't mind that the thread is originally from the guildhouse and just chip in. though the roleplaying threads that we have had so far all had a story connect to it. the first one was about the kipnap of aravilars daughter, the return of the fifth, if it ever existed, was about the return of the fifth zenith archmage who had that position before quarius had it. and the last, the tyranny of Xantoflamis was about a coup by some npc archmage, whose dictature needed to be ended. for a new roleplaying thread the RPG master would be sure to keep such topics in mind. If you want to create a completely separate and independent RP thread for the CoA, then fine. However, any RP involving the IFWG still belongs in this thread, and it especially belongs in this forum. That's the essential idea for most of the classes. The Class itself had a DC, which could be passed with a good Spellcraft/Knowledge check. Success would grant XP, as well as spells, depending on the degree of success. And I take it that what you had in mind would be like thier "final", in which they apply the thing they have learned over thier time. Also an excellent idea. Eh, you might want to make it more than just one skill check. And I was thinking something more along the lines of: "This is the spell you will be learning today, class." *They all practice it for a bit, relevant skill checks and such* "Good, good, and now you must apply your knowledge to a real-life situation." *Releases a monster, or some other challenge* *End Day 1 of Evocation Class* Each day would basically be an encounter. The "Finals" would be more like the boss fight of the adventure. However, my problems concerns the more exotic classes, such as Quantum Thamaturgy, Truename Theory, or Manual Restriction Reduction. These classes may be different and difficult, but not to the degree where a high leve caster woudl really earn any xp from them. And free spells don't always fit, either. Thus, perks for passing a given DC; perks that even an archmage might enjoy. (Bonus on Truename checks, -5% spell failure when wearing armor, etc..) These are the benefits I was trying to balance out. Hmm, not sure what to do with stuff like that. Could handle it like my above example: have some skill checks for the "students" to learn how to do something new, then release some challenge upon them to test it out. I would probably save the big bonuses, like what you mentioned (-5% ASF and such) for passing the entire class. Unless you want a whole class to be only a single challenge that can be overcome in a day. |
| Aramar the Black05-23-07, 02:52 PM | Well, I had foreseen classes being "semester-long", and semester consisting of many days, the single check was to ease the tediuosness and repitition of making the check every day. Kind of like the option given with the craft or profession skill. But, I could probably find a way to stick ina few more, if needed. Not everyday would consist of an encounter; some are dedicated fully to good ol' full bookwork. Plus, how do you calcuate CR for something like that? The plan was (and is) to offer the alternate bonus for the exotic classes only after the entire class (or collection of classe, even) had been passed. WE could probably move this discussion over to the Conscientia thread |
| turalisj05-23-07, 05:52 PM | they won't. our previous two ( or three, but I can't find any evidence of the existence of the roleplaying thread "the return of the fifth") roleplayingthreads were all placed in the map of the planes. people don't mind that the thread is originally from the guildhouse and just chip in. though the roleplaying threads that we have had so far all had a story connect to it. the first one was about the kipnap of aravilars daughter, the return of the fifth, if it ever existed, was about the return of the fifth zenith archmage who had that position before quarius had it. and the last, the tyranny of Xantoflamis was about a coup by some npc archmage, whose dictature needed to be ended. for a new roleplaying thread the RPG master would be sure to keep such topics in mind. Second to that, Roleplaying in the mainthread disables it from having discussions about magic and homebrew stuff. such discussions were the strenght of the council. therefore I have always been against roleplaying in the mainthread. and for interguild roleplaying... what other guilds did you have in mind? 70% of them is composed out of the same members. there is hardly a cross over. only the Circle or warlocks has a lot of other members, but we will swallow that when we grow. sculy, so do I get permission to start my system of new members. @ aramar, please pm me a description of your your material, maybe we can use it as a start for the roleplaying thingie. If we go to the MotP, I can't join in then. The people there happen to despise me.... |
| Damior05-24-07, 02:10 PM | "Very, well, Archmage of Abjuration is a fine title as well. As for what I can do, why dont you cast a spell at me and find out?" Gerald raises his staff and smirks confidently |
| Demonfey05-24-07, 02:54 PM | Alright. He casts antimagic field. |
| Damior05-24-07, 06:07 PM | OOC: On Gerald or on yourself? Either way thats kind of counter-productive when someones trying to demonstrate their magical abilities, but if it isnt on Gerald himself, then here goes IC: Gerald Teps back and lowers his staff, gesturing with his free hand and speaking a few arcance syllables, as he conjours a great triceratops between himself and Dalion "That good enough?" |
| Aramar the Black05-24-07, 06:53 PM | OOC: On Gerald or on yourself? Either way thats kind of counter-productive when someones trying to demonstrate their magical abilities. Not nessacarily. If you were an excellent abjurer, then you would be able to counter such an antimagic field with a magic of your own. Or, in assuming that you already had a set of magical defenses in place (being an abjurer), the test was then to see if you could hold them against such an attack (the anti-magic field) |
| Demonfey05-24-07, 08:38 PM | (It was on you to see if you had any skill with counterspells, or if you would be adequately prepared to counter such.) Meh. That's sufficient, though you failed my test. He looks up. If you'll excuse me, I think I feel the presence of an old ally coming back to make the world a darker place. He wanders off towards Glenndria and the Merchant's guild. |
| Aramar the Black05-25-07, 11:41 AM | So long as he doesn't side with Quarius, or it will be the Semenahai all over again. |
| sculyblast05-25-07, 12:02 PM | who in hell is semenahai? sculy |
| Aramar the Black05-25-07, 12:19 PM | Sorry. It's what I call that time when (Ravendark, I think it was. Could have been Kedi) had his own little nation of undead and illusion, and he and the CoA were at war. I think it was the first little on-line rpg of the Council. |
| sculyblast05-25-07, 12:33 PM | ah, it's in the Archive At Gmail, please read it if you wish: Council.of.Archmages@gmail.com password: Blastme sculy |
| sculyblast05-25-07, 12:45 PM | Because no one objected I just posted the new thread, http://boards1.wizards.com/showthread.php?p=12498576#post12498576 how fun, sculy |
| Damior05-25-07, 02:22 PM | (It was on you to see if you had any skill with counterspells, or if you would be adequately prepared to counter such.) Meh. That's sufficient, though you failed my test. He looks up. If you'll excuse me, I think I feel the presence of an old ally coming back to make the world a darker place. He wanders off towards Glenndria and the Merchant's guild. "Hm, Im afraid I dont know that spell, and I prefer not to use any of my higher powered spells simply counterspelling, so I decided that a summoned creature would be best." Gerald dismisses the triceratops with a wave of his hand |