Quote:
Originally Posted by spawnofthejudge
I adore stats too, but if we're worldbuilding, what if there was an old version of the current Triune of Necromancy, and that didn't have the Phantom? And the Phantom was actually from Valhalla/Niflheim, and adopted since it was such an effective warrior?
So it was the most useful thing from the old rune, and was incorporated to the modern magic relatively recently. So maybe statistically we nerf everything that didn't make it to the modern rune.
All this operating under the assumption that we're worldbuilding in a slightly 'how we got here' type way. And perhaps similar new things can come about, but only one or two things from a new rune (say, a new buff for the Demon to increase damage or somesuch) get adopted into the 'modern' rune.
Or maybe someone discovers a way to level a Rune to six, adding more room for other abilities. Maybe some abilities don't work well in the same rune togeth-....
...I'm supposed to be working...
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Bwahahahahaha! I'm in class, spawn, so don't worry. We're all procrastinating a bit, and hey, isn't that what rules are made for? To ignore them while we go do our own thing?
The discovery of a L6 for runes would be interesting, though I do wonder what more we could add to the canon grimoires were that the case...Sorcery is already ridiculously OP, and if we give even more additional HP to Alchemy familiars, they'll end up also OP.
And Now For Something Completely Different.
This discussion got me thinking, and I'd like to hear the
complaints comments I'll get for this.
Grimoire: Compendium
Margarita Surprise's Commentary: "A horrible grimoire I encountered while chasing down a local lord. Another of those crazed Devil-worshippers, he had a roomful of stuff for ritual magic and a bunch of books to complete the set! This is the one that caught my attention due to the danger of its later levels. I don't know what I'm going to do yet with it, but I really hope there aren't others of its kind on the loose. The creatures summoned from this thing would wreak destruction on a level I don't want to think about."
Level 1:
Mastery Effect (Cost of all Sorcery summons decreases)
Level 2:
Sorcery: Attack Up (All Sorcery summons benefit from increased attack power)
Level 3:
Summon: Necro-Golem (Demonic creature that has been called the "essence of fear". Summoned from the very depths of Hell, this abomination consumes any Substance creatures it encounters. Unable to harm Astral creatures)
Level 4:
Summon: Basilisk (Calls forth the power of the Basilisk. This fiery salamander's specialty is the Eye of Petrification, though it also attacks with Hell's flames. Able to harm Astral creatures, though not by much.)
Level 5:
Summon: Fallen Angel (Summons the traitors of God's rule. The Fallen Angel is the ultimate unholy warrior, with both unmatched speed and strength. Originally appearing as a young boy or girl, it will rarely reveal its true form until its master orders it to.)
Notes: The "Compendium" has had part of its name and number covered by blood, so there's no way to know who compiled it, or if there are other books along the lines of this one. This is also not a Rune that any apprentice that stumbles upon it can make work. It will take a master Sorcerer to be able to so much as draw the Rune, let alone be able to power it up, and even less summon the creatures inscribed in there.
In Game Terms:
- The Necro-Golem (which despite its name does
not belong to the Necromancy family of summons) takes 850 mana to summon and takes up 8 familiar points. It is unable to attack Astrals, but it is deadly to Substance familiars, since physical contact with its body will place a decaying curse on whoever touched it.
- The Basilisk is a giant salamander that can attack using fire or its special technique, the Eye of Petrification. The latter takes up its entire bar of MP, and requires time to charge up. Its fire attack affects Astrals, but not by much. The summon cost is 900 mana and uses 8 familiar points.
- The Fallen Angel*. These guys are elite warriors that enjoy pain and to sow chaos and destruction. They are very hard to summon and even harder to control, for they do not like to be ordered around. It takes a magician of very, very strong will to control a Fallen Angel. On the flipside, if the master can assert its will over it, the Fallen Angel will fight fiercely for him/her and obey all commands without question. They can harm both Substance and Astrals and have very high attack power. The summon cost is 1500 mana and uses up 12 familiar points.
*It's always ticked me off that Sorcery was available as a discipline, but there was never an equivalent for summoning Holy creatures. I don't understand why magicians can call upon dark minions but not upon God's servants!
So, what do you think?
Quote:
Originally Posted by deathcurse
*walks in*
*stares incomprehensibly at conversation*
*slooooooowly sneaks back out*
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That is so cute, it's not even funny.