Difference between revisions of "Talk:TROS in the Hammer:Magic Spirits"

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(Answered SilentDaikyu)
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:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun "Fire".  I can use this as "Flaming" (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of "connecting" type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)
 
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun "Fire".  I can use this as "Flaming" (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of "connecting" type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)
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:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, healing, movement, percieve, pain, strength. Your changes will help me make up spell examples which I will be adding soon.

Revision as of 06:59, 25 August 2006

Please post any comments about this material here. Skalchemist 08:01, 23 August 2006 (PDT)


When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? Silentdaikyu 18:55, 24 August 2006 (PDT)

For a charm (the equivalent of a spell of one) you are correct. Only two words (verb noun). For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose. Example: My word is the noun "Fire". I can use this as "Flaming" (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb. However, an innovation just occurred to me that will make things a bit more obvious. I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect. The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of "connecting" type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving. Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought. Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit. Skalchemist 06:11, 25 August 2006 (PDT)
Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, healing, movement, percieve, pain, strength. Your changes will help me make up spell examples which I will be adding soon.