anyway.



thread: 2009-04-30 : Magical Magic

On 2009-05-02, Vincent wrote:

Ron, Callan, I haven't played those, I want to hear more about them.

Here's what I'm imagining:

- - -

26
The skeletons are scrambling toward you out of the alleyway. The weird red un-moonlight looks like gore dripping off their bones. You prepare to cast a spell!

If you begin your spell with "beyem," turn to 92.
If you begin your spell with "kog," turn to 58.

58
"Kog..."

The magic rushes into your brain like fiery liquor. The skeletons are almost upon you, chattering their vengeful laughter.

If you conclude your spell with "irrath," turn to 199.
If you conclude your spell with "rahanta," turn to 152.

92
"Beyem..."

Your skin chills and your sight grows gray, and the magic bears on you like the weight of an ocean. You fall to your knees, as though begging the skeletons for your life.

If you conclude your spell with "rahanta," turn to 183.
If you conclude your spell with "shudm," turn to 147.
If you conclude your spell with "sisst," turn to 160.

147
"Beyem shudm!"

The weight of the magic cracks over you, but no lashing thunders occur. A terrible pressure pummels you to the dirt. The skeletons fall on you, rending with their bone fingers and broken teeth...

152
"Kog rahanta!"

Light pours from your eyes, the fiery magic made fire indeed. The skeletons fall back, blackening and sizzling in their marrow, their dessicated brains charring in their skulls...

160
"Beyem sisst!"

The magic breaks through you like great waters through a cracked dam, and lightnings lash from your fingers. The skeletons dance and gibber, alternately blue from the lightning and red from the sky's uncanny ambient light...

- - -

And so on. You'd have clues from earlier in play about which magic word combos would work well, and which are risky to use, and which would dud. Something like that?



 

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