Post by Ikkin on Dec 16, 2009 9:32:58 GMT -5
Since I've had it suggested that this could use a thread of its own for reference purposes, here's the current description of Mage Manor, as it stands now.
Of course, this is a limited description, and can definitely be expanded on by any mage who wishes to do so.
Since the Mage Manor's rooms and hallways are in a constant state of flux, it would be impossible to draw out a map of where everything is. However, the Manor can't create new rooms, so we can list out all of the rooms in the Manor, which could make things easier.
I'll describe them in more detail later, but some rooms that we shouldn't forget are the basement, the training room, and the library.
Note that the Manor has three floors, and its rooms do not move between floors. So, for instance, the library is always on the top floor.
Mage Manor itself is sentient on about the same level as a guard dog, and is just about as protective of the Mages.
It has a great deal of magical energy, which circulates around in its walls and floors as if it were the Manor's blood. Unlike blood, however, the Manor can focus its energy in any inanimate object contained within its walls. Like blood, it'll start to leak out if the walls are cut deeply enough, but since it is magic, it'll start to heal itself instantly.
The most obvious defensive use of the Manor's powers is the Manor's stone guardians, which are animated by the Manor's magic. The power of such constructs depend on how much of the Manor's magic is being used to create them - it can't create an army of guardians with the same power level as a forumer, but it might be able to make a few (if it's willing to leave everything else defenseless).
Another one of the Manor's powers is the ability to change its structure around for the benefit or harm of its allies and enemies. If you're a Mage or a Mage's ally, it'll give you hallways and stairs that lead directly to wherever you want to go; if you're an enemy, good luck navigating the maze. (Note that it isn't impossible to do this - the Manor can't do things that are obviously impossible, like making a door that leads to the same room that you're leaving, and it can't block you in completely, so if you know where you're going, you can get there if you're persistent enough)
In general, the Manor can't do anything that doesn't involve manipulation of inanimate elements that are already there. It shouldn't be able to attack people directly, but if there's something in the room that could attack for it, it could use that (and it can redirect people into rooms with such things in it, so invaders should be careful what doors they open). The one exception to this is the anti-teleportation barrier on the Manor, which is not actually powered by the Manor itself, but is a spell that was placed on it by its former owner.
Also note that, while its guardians can attack using magic, its walls and floors cannot do this even though they're made out of stone as well. The guardians' weapons were designed to conduct magic by the Manor's previous owner - destroying them would make them unable to use magic, and the Manor could not restore that power on its own.
The Manor can communicate or sound alarms, if need be, but that's easy enough to do by manipulating elements under the scope of its powers.
The source of the Manor's magic is the imaginitive/grey energies in its basement. If it doesn't have access to those (like, say, its basement was suffering from a case of Underdeep), it would be limited to the use of magic already in circulation, which would limit its powers further.
It has a great deal of magical energy, which circulates around in its walls and floors as if it were the Manor's blood. Unlike blood, however, the Manor can focus its energy in any inanimate object contained within its walls. Like blood, it'll start to leak out if the walls are cut deeply enough, but since it is magic, it'll start to heal itself instantly.
The most obvious defensive use of the Manor's powers is the Manor's stone guardians, which are animated by the Manor's magic. The power of such constructs depend on how much of the Manor's magic is being used to create them - it can't create an army of guardians with the same power level as a forumer, but it might be able to make a few (if it's willing to leave everything else defenseless).
Another one of the Manor's powers is the ability to change its structure around for the benefit or harm of its allies and enemies. If you're a Mage or a Mage's ally, it'll give you hallways and stairs that lead directly to wherever you want to go; if you're an enemy, good luck navigating the maze. (Note that it isn't impossible to do this - the Manor can't do things that are obviously impossible, like making a door that leads to the same room that you're leaving, and it can't block you in completely, so if you know where you're going, you can get there if you're persistent enough)
In general, the Manor can't do anything that doesn't involve manipulation of inanimate elements that are already there. It shouldn't be able to attack people directly, but if there's something in the room that could attack for it, it could use that (and it can redirect people into rooms with such things in it, so invaders should be careful what doors they open). The one exception to this is the anti-teleportation barrier on the Manor, which is not actually powered by the Manor itself, but is a spell that was placed on it by its former owner.
Also note that, while its guardians can attack using magic, its walls and floors cannot do this even though they're made out of stone as well. The guardians' weapons were designed to conduct magic by the Manor's previous owner - destroying them would make them unable to use magic, and the Manor could not restore that power on its own.
The Manor can communicate or sound alarms, if need be, but that's easy enough to do by manipulating elements under the scope of its powers.
The source of the Manor's magic is the imaginitive/grey energies in its basement. If it doesn't have access to those (like, say, its basement was suffering from a case of Underdeep), it would be limited to the use of magic already in circulation, which would limit its powers further.
Of course, this is a limited description, and can definitely be expanded on by any mage who wishes to do so.
Since the Mage Manor's rooms and hallways are in a constant state of flux, it would be impossible to draw out a map of where everything is. However, the Manor can't create new rooms, so we can list out all of the rooms in the Manor, which could make things easier.
I'll describe them in more detail later, but some rooms that we shouldn't forget are the basement, the training room, and the library.
Note that the Manor has three floors, and its rooms do not move between floors. So, for instance, the library is always on the top floor.