Sep. 18th, 2012

crossover_chick: Doc in goggles and holding a big old plug with the words "feeling sparky..." (BTTF: feeling sparky/creative)
Not the old Sims 1 expansion pack -- a magic system for the Forgotten Vows verse. Since I want to do a story with Victor and Alice visiting the Land of the Dead after the ____ You cycle, this is necessary. So far this has resulted in:

-->Me trawling the net and my Changeling: The Lost sourcebook for potential spells
-->Codifying how the Ukrainian Haunting Spell Elder Gutknecht cast works (and coming to a disturbing conclusion about how it's powered -- after all, eggs are technically baby ravens. . .)
-->Turning those transforming shadows in "Remains of the Day" into a spell Bonejangles has learned to perfection (still can't explain the big-lipped alligator moment, though)
-->Turning the end of "Alice: Madness Returns," where London Alice transforms into Wonderland Alice to kill Bumby, into a spell that Alice has a natural affinity for
-->Making a simple light-creating spell that I think will be a big hit with Forgotten Vows himself
-->Making a "create liquid" spell with a rather gross material component (you've got to spit into the container you're filling)

It's fun! Though it can be tough figuring out how certain spells should be "powered," and keeping magic from getting overpowered. . . Then again, I only intend for Victor and Alice to know and use a certain few spells, so hopefully I don't have to drive myself too crazy over it. (Unlike the timeline of "Forgotten Vows." Why the timeskips and vagueness, game? Whyyyyy)

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