Responses to some magic-related posts
Lamech wrote:First a two brief defenitions: There are disiplines of magic, such as flower power, date-o-mancy, and sign-a-mancy. Then "Magic"classes of magic, such as Hippiemancy, stuffamancy or naughtymancy. 24 discipline and 8 "Magic" classes of magic. Each "Magic" class has three disciplines.
I'm pretty sure the "Caster" classes are Novice, Adept and Master that we've seen. From Sizemore we know you go straight from Adept to Masterclass.
On this, you're all correct. It's important to note the distinction between "Magic Class" and "Caster Class", since I can imagine some readers being confused by that.
Lamech wrote:Finally from Janice's example it appears a caster can get their hands on a whole class instead of being one discipline. We aren't 100% sure about this (Janice might really just be a florist who is called a hippiemancer), and we don't know how it happens. Some casters might be able to add the other disciplines somehow going from a florist to a hippiemancer, or some casters might simply pop having a whole class.
The upshot of all that is even if a caster reaches say... masterclass florist they might be able to expand all the way to hippiemancer.
First, to the best of my knowledge, we have no evidence of what Janice's discipline is. It's heavily suggested she is a Florist, since that is what she appeared to be attempting to teach to Sizemore. So for all we know, she could be a simple Florist with no ability in the other Hippiemancy disciplines.
Secondly, the ability to cast from other disciplines has only been SHOWN in Wanda, as a natural "born" talent. The fact that Janis was even trying to teach Sizemore suggests that maybe one could learn the talent, but I doubt such a development would be purely level/caster-class based. Of course, Janis may have been teaching him only theory, so he could understand the magic.
MarbitChow wrote:In Vancian systems, the caster has to pick which spells, and how many of each spell, in advance, and often ends up 'wasting' spells if the situation doesn't require them.
Scrolls are almost always 1-shot castings that don't drain the caster, regardless of the magic system.
Ah yes, I think we just misunderstood what the other was posting haha. Yeah, Erfworld magic is not Vancian. We simply got to read about Wanda forgetting the spell after she cast it so we could "experience" the 1-shot effect of a scroll from a caster's perspective.
Whispri wrote:Victory! And a level Five City to boot.
We don't know that it's a Level 5. A side does not need Dirtamancy to level a city, it merely needs money in the treasury. Dirtamancy merely makes the upgrade cheaper and better. Goodminton did not need the scroll to upgrade, just to improve. We've seen before how a city's level does not directly equate to its strength.
So, Goodminton may have only used the scroll to improve Minnow Tower, rather than upgrade the city. On the other hand, they may have done both.
I would hazard a guess that Dirtamancy is not just limited to improving the quality of an upgrade bought with schmukers. With a powerful enough spell, a full upgrade without schmukers could be possible. Sizemore simply hasn't done this because either 1) he's not high level enough to have the juice for it, and/or 2)GK had schmuckers to spare, and needed his juice for other things instead.
Also I imagine that a proper upgrade has to be done at a particular time, whereas the spell can be cast at any point, thus allowing for this element of surprise.
Lamech wrote:Oh, and Sizemore might be better served by enhancing the city. Just keep making the tower bigger and bigger or something.
The fact that Sizemore has NOT been doing this suggests to me that I am right, and that improvements like what Wanda did for the tower can only be done as PART of an overall city upgrade.
Making a note here, i think we can now safely assume that even Healomancers and every other caster class there is have pretty devastating combat spells/abilities.
I mean, it turned out that Hippiemancers, who looked possibly the only
type of casters who wouldn't have any combat capabilities whatsoever, actually deal with poisons, a pretty damn dangerous thing (although rations are mostly popped, poisoning food supplies is nigh impossible, but you can still cause real damage with them, as shown by Tommy's death.
Erfworld is all
about combat, and if it doesn't deal with combat, it's nearly meaningless. We are reminded of that with Olive Branche's/Delphie's examples...
It's not a stretch at all to apply Healomancers to combat. They HEAL....how much more warfare-related can you get than a Combat Medic? LOL
And as for Hippiemancers, even before we saw the poison, we knew of their power in Combat. The ability to "scare" off a Caster, or to prevent all combat engagements are both examples of the tactical side of warfare. Because that's what Erfworld is about. Not combat, but rather the entire scope of warfare.