ChamomileHasWords
New Member
While I was adding my new post, I realized I never added Sunsmiter's application spells to the lore thread. This has been fixed.
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You post before me iv been busyWhile I was adding my new post, I realized I never added Sunsmiter's application spells to the lore thread. This has been fixed.
You post before me iv been busy
the temple is a dimensional gateway.... cause the necromantic gods exist across time... also its a log.... wont be explored furtherAnd that post is...unambiguously a dimension-hopping log unilaterally attaching our setting to Lovecraft's. If you want to RP in Lovecraft's setting, make a thread for that, don't ram a portal to 1920s Boston into a thread about wizards in a secondary fantasy world just because a shoggoth got mentioned.
Also Arkham in this is basically early renaissance period so....And that post is...unambiguously a dimension-hopping log unilaterally attaching our setting to Lovecraft's. If you want to RP in Lovecraft's setting, make a thread for that, don't ram a portal to 1920s Boston into a thread about wizards in a secondary fantasy world just because a shoggoth got mentioned.
Also Arkham in this is basically early renaissance period so....
I mean if ppl would prefer I can always just leave.
Is this roleplay still going on?
I'm also not sure that blue mana makes sense as part of this spell, but that is mostly Idea and Sunsmiter's problem.
That being said, to be honest my biggest worry is the sheer power and versatility of these spells. Current wording seems to suggest you can make up entirely new plants to create, but even if you can't, you can effectively bring up any plant you want and conjure it out of thin air (or a pile of dirt).
Oh, this is a good point. I was only thinking of mundane trees and shrubberies and such, but we haven't been shy about making up magic plants with useful properties. Specifying that they're non-magical plants should fix that problem and also leaves obvious additional spells for growing various magical plants.
Also, 1-2 mana is apprentice level, 3-5 is a fully trained wizard. 3 is just barely over that threshold, but it is over the threshold, so that's the point where spells can be pretty powerful and it's fine. Obviously you want to leave yourself room to grow for levels 4-9 without exceeding the soft power cap, but also it's fine if a level 3 spell is a big enough deal that someone's entire job could be casting that spell.
also weird question have we defined were healing type magic would fit in
Oh and the elf thing was purposefully vague lol
has the limits of havi The ability to create plant life out of nothing
How does this sound.. iNew Growth: 2G, create and grow new that exiast already with in the knowing of the character casting it plants, The ability to create plant life out of nothing,