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Post by Guest on Jun 5, 2004 22:09:41 GMT
Hi,
I know that project aon will eventaully put up war of the wizards, but that wont be for a while. I only owned the first greystar, and read the second here (loved both btw).
I recently found out that war of the wizards had greater elder arts in it to choose from; could someone here who owns the books give me a description of each please?
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Post by Sarra on Jun 6, 2004 0:07:16 GMT
I no longer have the War of the Wizards (darn) and my memory isn't good enough for me to remember them. Sorry.
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Post by Eternalknight on Jun 6, 2004 5:38:58 GMT
Thaumaturgy: Advanced Sorcery, this affects the wizard himself.
Telergy: Advanced Enchantment. Mind control.
Physiurgy: Advanced Elementalism. Allows control over the elements rather than summoning elementals.
Theurgy: Advanced Alchemy. Pretty much that, really, just gives more knowledge.
Visionary: Advanced Prophecy. Allows you to veiw events happening elsewhere.
Necromancy: Advanced Evocation. Control the dead.
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Post by RebelScum on Jun 6, 2004 5:53:28 GMT
Taken from War of the Wizards:
Magical Powers
There are thirteen Magical Powers.The first seven of which are called the lesser magicks. Possession of the Moonstone reveals to you the secret of the magical powers known as the higher magicks, of which there are six.
The Higher Magicks
Thaumaturgy
This Higher Magick is an advanced form of Sorcery, the craft of magical energy. Where Sorcery allows a wizard to affect external things, Thaumaturgy affects the wizard himself. The power of Thaumaturgy can bestow upon a wizard the power of levitation, a limited form of flying; invulnerability and increased strength; the ability to bend metal or warp wood by disturbing their molecules; and, perhaps the most useful of all, teleportation, that is, the ability to travel great distances in seconds by simply visualizing the destination.
Telergy
An advanced form of Enchantment, Telergy is the power of mind control, telepathy and auto-suggestion. It enhances the tangibility of the illusions of Enchantment and allows you to control the minds of others. However, like Enchantment, some magical beings will be able to resist this power.
Physiurgy
Where Elementalism allows a wizard to summon the aid of the elemental spirits, the higher magick of physiurgy grants the wizard mastery over the elements. It allows him to command winds, open cracks in the earth, cause earthquakes, raise storms and create other weather effects.
Theurgy
Theurgy is an advanced form of Alchemy. Possession of the Moonstone of the Shianti makes the casting of a larger number of spells possible. It unlocks the knowledge of more ingredients for mixing potions and reveals some of the special times, or ways, that they must be mixed. The power of the Moonstone acts as a charm for these potions. No Willpower points are required to make use of the power of Theurgy but you are dependent on discovering the necessary ingredients for your potions during the course of your adventure.
Visionary
With the aid of the Moonstone, you may use the skill of a Visionary to look upon events that are taking place elsewhere. The power of a visionary is generally concerned with visual images of the present.
Necromancy
Necromancy is a higher form of Evocation. Where Evocation allows contact with the spirit world, Necromancy allows a wizard to command the dead, though this is forbidden by Shiant law. It also allows him to make an incantation that will imbue the Moonstone with a protective aura of light to keep away all creatures of evil, dead or alive.
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Post by Guest on Jun 6, 2004 23:32:47 GMT
Thanks peeps. ;D
I have always been a fan of elemntalism; how was its advanced form, phsiyurgy? Did gstar summon lightning bolts and stuff?
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Post by The Tagazin Poodle on Jun 7, 2004 12:21:53 GMT
Sometimes it's more efficient, sometimes not. For example, you can destroy a bridge for 2WP with Physiurgy, but Elementalism can do the same for only 1WP.
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Post by StarLight on Oct 5, 2004 16:38:46 GMT
So, do you get to choose how many of these magicks? Does the completion or items in the other 3 books give you any benefit?
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Post by Oiseau on Oct 5, 2004 21:00:06 GMT
You pick 4 of the 6. If you've completed the previous books, you're allowed to pick 5 of the 6. I always thought that didn't leave much of a challenge, since there's only one you won't have, and none of them are absolutely essential.
Personally, I never pick either Sorcery or Thaumaturgy, simply because they drain Willpower too much and the books always give you another (often easier) way of overcoming obstacles and bad situations (especially since you'll have every other magic power).
The Oiseau
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Post by StarLight on Oct 6, 2004 3:47:05 GMT
I know in the first three psychomancy and prophecy were increasingly useless. (In that order.)
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