Avatar of Ichthys
  • Last Seen: 6 yrs ago
  • Old Guild Username: Ichthys
  • Joined: 11 yrs ago
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    1. Ichthys 11 yrs ago

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@Raptorman: If you can convince me well enough, then perhaps yes. I just don't want to have an power-unbalanced character, considering most phylactery methods are saved for the main antagonist or someone who is supposed to be difficult to get rid of.
Yes. I actually didn't even expect all the discussion on here still. I will be addressing the OOC questions right now. :)
Well, you guys have argued well. I could see this form of more reliable, Zepplin-like airship as doable within the constraints of the RP. They are definitely an allowed option at this point, but the D'Cerf wouldn't have this reliable ones. I think I can incorporate them in a similar way as the "Coven Greyjoy" idea, in a later chapter.
Well, considering that in the Middle Ages in our world, the life expectancy was within the 40s, I can make the estimation that with the different nature of the realm (magic and such), then we can bump the rough estimation to the 50s (perhaps even 60s). Of course there are the few who might live beyond the expectancy.
Those are all possible uses and reasons for an airship. Wouldn't be the only thing, of course, and they are definitely not ones that I considered, but they're definitely an option.
Using the premise of a counterspell as a ward, that assumption is completely accurate. :)
That seems right. In making a ward against something specific, the ward could work out well enough, as a sort of 'nullifier'. Of course, the ward, as charms and enchantments, would be imperfect; this imperfection would likely be characterized in the ward only protecting against the specific thing it is meant to protect from, having a short duration or only being able to ward off so much of what it was meant to.

Yes, it can be a good defense, but also it has its chinks. :)
Inscribed forms of magic and the enchantment of objects are entirely possible. :) Like anything else, it's probably possible but not exactly to the same degree as first imagined. Enchantments, charms and runes are bit of obscure territory though because the question is still unanswered concerning if it is the spell that is most important, the ingredients/items/writing, or if both are equally necessary for a proper "magic item" or rune.

In other words, for the sake of protection or augmentation, one could use such a thing, and as you seem to assume correctly with your "protected against telekinesis, vulnerable to fire" illustration, it wouldn't be perfect.
I would say, in respect to how I've explained magic (I will be posting this explanation concurrently), those applications of magic are rather too difficult to do because of a couple of variables that, to the people in the realm are not properly known.

For one, magic is heavily restricted by understanding and knowledge, in both the processes involved and the actual execution of said magic. Earlier (as will be posted in the FAQ), I explained that magic needs to be a deliberate choice and also have a clear intent in order to be properly used in spellcasting. Now, it's easily arguable that telekinesis is simple, but that's considering that fact that we know about the existence of gravity and its basic function. Unfortunately for the people in the RP, they do not. I mean, we didn't get (that is have the beginnings of proper comprehension of) gravity until the late 16th century in our very world, anything prior to that was primitive or incorrect. And this RP takes place in a time closer to the dark ages. Thus, telekinesis, although possible, is really severely limited. Telekinesis will only take form in the lifting of some lighter objects and the like, when done by an individual (see Mage Hand for a nice reference point).
The OOC is up.

You can find it on the Advanced Roleplay section, by clicking THIS link or by clicking the hotlink in my signature.
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