Titles are pretty common in the setting, and the sort of thing that many hero-types will affect. He could be Merl, the Mighty Moonsilver Serpent of the Forsaken WoodsAmseriah wrote:I have a name...hehehe
Mighty Moonsilver Serpent of the Forsaken Woods
Anyone have any ideas for a familiar name for that? I was thinking Moonsilver Serpent, but don't really know.
going to read sorcery tonight when i get home.
necro manipulates spirits and makes dead stuff. 80 spells and 2 circles later, it still does that, just bigger. sort of bigger. lameness. where are all the damage spells from entropic energy? all the infusing yourself with nero power? etc? i saw like 5 spells that did anything even mildly interesting.
necro manipulates spirits and makes dead stuff. 80 spells and 2 circles later, it still does that, just bigger. sort of bigger. lameness. where are all the damage spells from entropic energy? all the infusing yourself with nero power? etc? i saw like 5 spells that did anything even mildly interesting.
Threading the Gerbil since 1982
I'm fond of Sorcery myself, particularly Solar Circle. The lower two circles still have some useful stuff (though admitedly, Lunar's can't use some of it because of their immunity to physical shaping effects).
Thael, check out Wood Dragon's Claws if you're looking at MA+Sorcery. Other neat Terrestrial spells include Summon Demon/Elemental, Invulnerable Skin of Bronze, Countermagic, Cirrus Skiff, Coin of Distant Vision, Conjuring the Azure Chariot, Flight of Seperation, Flying Guillotine, Gates of Eventide, Peacock Shadow Eyes, Sunmoning the Lesser Minions of the Eyeless Face, Unbreakable Bones of Stone and many others.
The strength of spellcasting in this game really isn't in its combat application (with a very few select exceptions), and more in its ability to create effects that are not available via Charms. There are a few spells that can buff people for combat, and a very few damaging spells that are actually worth using against people in actual combat. The spells that catch my eye though are spells that allow you to travel faster (Conjuring the Azure Chariot), summon minions for yourself for either protection or labor (Summon Demon/Elemental/Minions of the Eyeless face), or create effects that are uncommon, or unavailable, via charms, like the Coin of Distant Vision or the Gates of Eventide.
He's right, to a degree, about Necromancy. It is highly focused on ghosts and the dead. It has a few offensive abilities, and a very small number of utility spells, but the majority of it is based around conjuring, raising, or controlling the dead. ghosts, and powerful ghost-type creatures in the Underworld. That said, third circle Necromancy has some pretty awesome effects. Particularly Forsaken Life Engine, Blood Monsoon, Abyssal Aegis and The Barless Gate (mirror-based teleportation anywhere? awesome). Ghost servators may be useful, depending on what you want them for. Without necromancy, they'll not really come into play, though.
Thael, check out Wood Dragon's Claws if you're looking at MA+Sorcery. Other neat Terrestrial spells include Summon Demon/Elemental, Invulnerable Skin of Bronze, Countermagic, Cirrus Skiff, Coin of Distant Vision, Conjuring the Azure Chariot, Flight of Seperation, Flying Guillotine, Gates of Eventide, Peacock Shadow Eyes, Sunmoning the Lesser Minions of the Eyeless Face, Unbreakable Bones of Stone and many others.
The strength of spellcasting in this game really isn't in its combat application (with a very few select exceptions), and more in its ability to create effects that are not available via Charms. There are a few spells that can buff people for combat, and a very few damaging spells that are actually worth using against people in actual combat. The spells that catch my eye though are spells that allow you to travel faster (Conjuring the Azure Chariot), summon minions for yourself for either protection or labor (Summon Demon/Elemental/Minions of the Eyeless face), or create effects that are uncommon, or unavailable, via charms, like the Coin of Distant Vision or the Gates of Eventide.
He's right, to a degree, about Necromancy. It is highly focused on ghosts and the dead. It has a few offensive abilities, and a very small number of utility spells, but the majority of it is based around conjuring, raising, or controlling the dead. ghosts, and powerful ghost-type creatures in the Underworld. That said, third circle Necromancy has some pretty awesome effects. Particularly Forsaken Life Engine, Blood Monsoon, Abyssal Aegis and The Barless Gate (mirror-based teleportation anywhere? awesome). Ghost servators may be useful, depending on what you want them for. Without necromancy, they'll not really come into play, though.
So I was looking at the book of the Wyld and saw a couple very interesting mutations that I am thinking about...Stone body, dragon's breath, and giant or huge (I bought large 2x so I effectively have huge)...with stone body it would suck to lose the point of dex but the additional soak....holy shit. With Dragon's breath...I do a Dex + (archery, athletics or thrown) roll to deal a base damage of (Stam + Essence)L to everyone within 10 yrds???? As a Tyrant Lizard????? Ummmmmm.....where do I sign up???? Hell I don't need scales...I can just be freaking huge and stoney or huge and have a breath attack (granted that can only be used 1/10 actions but still). I have yet to delve into the martial arts book but since I have MA of 5 I probably should...hopefully I can find something other than charms....so many charms....