Re: Epic Clash Round 1 - Dungeon of the Crimson Fish
02-15-2010, 05:44 PM
Originally posted on MSPA by suomynonAyletamitlU.
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The big problem is that I don't know how to phrase his abilities in a way that people will understand because I don't have a good grasp on what they need to know. I spend so much time fantasizing that some things just seem obvious to me that won't be to others.
He can create a spellcoin at will, and once he's touched it, he can cast it within the next few seconds; other people can too, once they know the trick. He's capable of using holographics to manipulate energy, create spaces with special rules, or create things that seem physical even though they're just magic. They can read the caster's mind and react to it vis a vis magic. Once the coin is cast, it lasts for whatever duration, but it's spent, and there's no reclaiming it. One coin has one spell, fixed at creation. (Schrodinger's gun still applies of course)
If I have everything... the rest is either flavor (like the avatar spell) or creating things for him to deal with, like the restriction on sensors and pocket dimensions on this level. Most of his spells are not particularly distinct, so I'm not going to complain that you didn't get his Generic Energy Blast correct. I only like to list spells that establish cool things as canon.
And frankly if you try to write him and get it wrong it's not likely you'll be completely misunderstanding the character. I'll probably grump about the details you got wrong, but too bad for me. So don't feel like you can't go out on a limb.
You'll probably do better trying to make his magic use follow his character, anyway. Theatric, guarded, with a mix of all-business and good intentions; if you can think of an ability he should have, he probably has it, whether he uses it or not.
Does that help?
The big problem is that I don't know how to phrase his abilities in a way that people will understand because I don't have a good grasp on what they need to know. I spend so much time fantasizing that some things just seem obvious to me that won't be to others.
He can create a spellcoin at will, and once he's touched it, he can cast it within the next few seconds; other people can too, once they know the trick. He's capable of using holographics to manipulate energy, create spaces with special rules, or create things that seem physical even though they're just magic. They can read the caster's mind and react to it vis a vis magic. Once the coin is cast, it lasts for whatever duration, but it's spent, and there's no reclaiming it. One coin has one spell, fixed at creation. (Schrodinger's gun still applies of course)
If I have everything... the rest is either flavor (like the avatar spell) or creating things for him to deal with, like the restriction on sensors and pocket dimensions on this level. Most of his spells are not particularly distinct, so I'm not going to complain that you didn't get his Generic Energy Blast correct. I only like to list spells that establish cool things as canon.
And frankly if you try to write him and get it wrong it's not likely you'll be completely misunderstanding the character. I'll probably grump about the details you got wrong, but too bad for me. So don't feel like you can't go out on a limb.
You'll probably do better trying to make his magic use follow his character, anyway. Theatric, guarded, with a mix of all-business and good intentions; if you can think of an ability he should have, he probably has it, whether he uses it or not.
Does that help?