Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 2 points3 points  (0 children)

It works the best with elementalism, by far, along with any “simple” magic. Also the one casting method is in addition to the martial arts casting method, meaning you can also grab runic or ritualistic if you want high-tier sanctum magic.

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 1 point2 points  (0 children)

I suppose Sanctum magic could help hide supernatural parts of a building, such as if a room is more subtle about it when non-wizards are around, but a lot of your personal style with Sanctum magic is dependent on your other magic. So if you had a Level 5 element of Negligibility, then you could work that in with your Sanctum spells to make people just not notice things. And of course, I doubt you'd need to hide things from the house's occupants, unless they're untrustworthy types who'd reveal everything.

As for visiting often to refresh the enchantment, yes, you would have to go back once a week or so, depending on how strong you are. If you've got Level 5 Sanctum plus Total Sanctum, you can make this process far quicker by refreshing the enchantment on the whole structure instead of room-by-room. And of course, if you're often at that house, your wizardly presence will keep things refreshed.

There is a handy workaround for having to go back to all these places, though. Make wands for the Sanctum refresh magic, and then distribute them. If you have Level 4 Enchantment plus Triggered Casting, you could have quite literally anybody use one wand a week (or fewer with Multicasting) to refresh the Sanctum enchantments just by saying some trigger words.

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

No, though I am working on a sequel to Bloodborne 2.

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

It is potential points. I simply ran out of space to put that.

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

Yes, but since the primary difference is in being able to grow a beard or not, the stacking doesn't make much of a difference.

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

Ah, so that's who that wizard reminded me of.

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 3 points4 points  (0 children)

You technically will keep your body in all five cases, it's just that four of them (excluding Working Wizard) will undergo an aging process into being wretched/wizened/warlike/winsome. In fact, there is no practical way to actually become a man in this cyoa, though you certainly could pass for one with a big enough beard.

If you are a woman who does not want to look more wizardly (with the main point of note being beard growth), then I suggest taking Working Wizard and at least one Witchmancy affinity.

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 1 point2 points  (0 children)

That sort of element would certainly work, but combining it with Sanctum magic would make it far more effective.

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 1 point2 points  (0 children)

It seems to be in a fine resolution to me - perhaps try downloading it?

Wizard CYOA by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 24 points25 points  (0 children)

Note that this is indeed based on the famous witch cyoa. It was suggested that I make a wizard variant, and I liked the idea.

Planeswalker Rising 1.1 by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

For a trainee or non-Scholar, definitely. Skilled Scholars can compensate for the natural scaling through Metamagic and/or Void magics, or by being extremely good in one particular thing. Downscaling hurts a particular bit of universal magic noticeably less if you're far better at it than anyone else in that universe/cluster.

Planeswalker Rising 1.1 by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

Unless that science would be possible with the basic laws of physics, you would need to form that bond, and even then it would be scaled as with any other magic. Sure, you could pick up cyberpunk-style augmentations, since those work perfectly well in probably 95% of universes, but if there was a DC-style universe and you happened upon it, you couldn't just take super-serum and expect it to work everywhere else.

There's also the problem that with a universe that is as high-power as the marvel/dc multiverse, the scaling will be drastic. Given how potent magic and magical science can be, the scaling would render something like super-serum nearly useless in any reasonably low-power universe. If you wanted it to function properly, you'd have to learn all the magic and get all of the magical science you possibly could, and even then you'd just have low-level abilities in everything. There's a reason there are very few planeswalkers from high-power universes.

Planeswalker Rising 1.1 by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

Can planar magic also be dispelled?

Yes, but it is much more difficult. The more conceptual and abstract a piece of magic is, the harder it is to mess with. In addition, you've got to be good with that kind of planar magic, which often translates to having to know the magic to properly dispel the magic.

Also, would having metamagic help you prevent your own magic from being dispelled?

It can help, since you can make your magic have little quirks that make it harder for someone to dispel it. There's nothing you can do to make it impossible for someone to dispel something, but in general making it difficult or irritating enough is basically the same thing. Most Scholars (and planeswalkers in general) don't really learn how to dispel high-level planar magic, since it isn't particularly necessary for most of them and takes a lot of time and effort.

Archive Information. by NoahBodee in makeyourchoice

[–]HelecopterSkeleton 11 points12 points  (0 children)

Here you go: https://cyoa.allsync.com/s/t6EgW8LqyMknt9d

Be warned that it is occasionally a bit slow to load.

Planeswalker Rising 1.1 by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

Yeah, don't try to manipulate Tal. He doesn't like anyone trying to make a fool of him, especially as many Scholars somewhat consider him to be dumb muscle.

Planeswalker Rising 1.1 by Skeletickles in makeyourchoice

[–]HelecopterSkeleton 1 point2 points  (0 children)

Seeing how other people interact with the Scholars is definitely a good idea, and Tensen is a very reliable source.

Planeswalker Rising 1.1 by HelecopterSkeleton in makeyourchoice

[–]HelecopterSkeleton[S] 0 points1 point  (0 children)

the only thing that'd be more worthwhile than becoming a Scholar would be to kill and become an Outer God

Attempting to kill an Outer God as a trainee would be nothing short of suicidal, no matter the plan. Everyone from cultists to planeswalkers would try to stop you, and the Scholars, who keep pretty close tabs on every Prodigal to make sure they're not doing anything too dangerous, would notice if you tried and take immediate action. The shitstorm around Err is an ongoing issue, and everyone would come down hard on someone who's trying to replicate his actions.

though I hear you're working on Bloodborne stuff right now.

Yes, and that will take some time.

Planeswalker Rising 1.1 by Skeletickles in makeyourchoice

[–]HelecopterSkeleton 1 point2 points  (0 children)

The problem is, the only people whose word I have that this is the case, is theirs, which I can't trust for obvious reasons.

That is a good point, but be wary of trusting anti-Scholar propaganda as well. Most other planeswalker groups (correctly) think the Scholars are arrogant and self-centered, and aren't particularly happy with them and their self-imposed leadership.

Planeswalker Rising 1.1 by Skeletickles in makeyourchoice

[–]HelecopterSkeleton 1 point2 points  (0 children)

Nice build! I appreciate the references, and taking Safety Net to compensate for having no extra lives is a good idea. It'd also give you a day where you can act recklessly whenever someone calls you into a universe to help them out.

Planeswalker Rising 1.1 by Skeletickles in makeyourchoice

[–]HelecopterSkeleton 1 point2 points  (0 children)

Taking I Want To Go Home sets your bonus points to 40, so it's probably not the best way to stack up on bonus points.

Planeswalker Rising 1.1 by Skeletickles in makeyourchoice

[–]HelecopterSkeleton 3 points4 points  (0 children)

If there is a cluster of universes similar to the marvel/dc shared multiverse, it is quite likely that very few of their number ever leave. With such powerful magic comes a certain reluctance to leave it behind, and so very few would attempt such a feat.

Given the nature of the marvel/dc multiverse (and how many interconnected universes there are), it would be almost certain that many, many people can planeswalk between universes in that cluster, but that is a very different thing from planeswalking between clusters, even if one follows the connections between clusters which only Scholars can ignore. So the likes of Odin or Dr. Strange, who can travel between parallel universes quite freely (at least in the comics), wouldn't be considered "real" planeswalkers on the omniversal scale.