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a Walta witch awakens
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"...Nah. I don't like the mind ones pretty generally. Maybe it'd drive me to work harder but it just sounds so draining."

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"Compulsion is like addiction, stronger but you can be cuter about what you are compelled to do if you wish to study your flashcards every time you see your computer."

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"...Sus. Not thinking of anything clever and not liable to screw something up long term, like the bone-removal curse weakness."

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"Okay. That is all of them you have on offer. Thirty four complication points. How many in long term potential how many for spending here?"

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"Oh, definitely long-term. I can pass the cookie test, thanks. At least on deferring rewards, not on suffering."

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"Thirty for long term is your max, so four to spend today. Look at ranked things more, or little wild goodies?"

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"...Can I get a little more info on how the fixation thing manifests first? Like, worked example? Maybe I want to fixate on seeing the bright side of things more often. But it seems a very blunt instrument for brain changes... Oh, did I take the attention-getting one? I think I want it."

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"Yes, eye-catchingness in the basket. I think I can swing an optimism fixation but... disrecommend based on how you seem to be approaching things especially since you have capped out long term potential points."

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"Hmm. That seems like a lot. Worth reviewing what I took as drawbacks and seeing if any can be dropped. Then the wild magics?"

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"Sure. You have your eye-catchingness, you have restricted curses and consortation, monsters will be excited to meet and eat you, the witch mark, addicted to caffeine, required to be touching bronze lest you suffocate, that last one is your big number at twelve and the others are twos and fours adding up."

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"Okay yeah I don't feel bad about any of those. Maybe also restrict necromancy to remove the temptation, maybe not. Bet I can make more overall difference making rank five magic stuff for goody-goody types than personally psychopomping..."

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"I would usually disrecommend restricting any school of magic with a zero rank, makes you more disabled than you would guess from not growing up around witches in a way your guess will not be wrong about the other disability ones. Can do if you wish, of course."

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"...What's the zero rank of necromancy?"

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"See ghosts and spirit creatures. Even if you are not a necromancer you may want to be able to call necromancer-911 about them."

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"...Yeah alright."

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"Curses and consortation do not have rank zeroes so you are good there. Look in on wild magics now?"

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"Sure... I'm getting a bit spaced out by all of this. Hence the definitely sleeping on it and coming back."

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"Valid! I shall save your basket for tomorrow's revisitation. Unpopular one - trades in your rank 5 capacity for twelve power and also at least go-to-Regionals level skill at every mundane everything?"

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"Rank five has the big ticket stuff and the immortalities?"

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"You would still have your luxal immortality but yes."

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"Didn't think so. Immunity to poison, control live poisonous things? Dovetails nice with some Naturalism."

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"Little edgy. Does not spark joy. Next?"

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"Convenient little fuelless fires that stay where put including not catching on things, can be warm or cold, good for brewing and lighting and climate control?"

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"Ooh shiny. Yoink. Say, if there's a magically enforced thing for being ugly, is there one for being hot? Or is that just cosmetic witchery. Or the flashy drawback."

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