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  1. - Top - End - #241
    Bugbear in the Playground
     
    Flumph

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    Default Re: The OotS Magic Compendium

    Correction: 559 is under both Dispel Magic and Dispel Magic, Greater. It should only be under the latter.
    Curated Thread: Gazetteer of the Stick

  2. - Top - End - #242
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by dtilque View Post
    Magic Abilities list

    Errors

    Command Undead – (Cleric) is in there twice
    Fear (Eye of Fear and Flame) is in strip 469, not 496.

    Additions

    Alternate Form (Vampire) 932
    Gaseous Form – (Vampire) 874

    As far as I can remember, this is the only Gaseous Form you've missed.


    One very minor detail, really more of a formatting thing, is that some of the abilities have a hyphen or dash between the name and the open parenthesis and some do not. The corrections above are good examples, since I copied and pasted all of them. I'd say you need to standardize this kind of thing while going for the minimum number of characters. The minimum number of characters would be to have neither one, since the two parts are distinct by bolding/not bolding. But if you still feel the need for something, then I suggest a dash and no parens. Next would be parens and no dash or hyphen. Having both is a waste of text. Normally you don't worry about this kind of stuff, but there is that pesky restriction on number of characters.

    Checking the other two lists, I noticed that all entries have an unnecessary hyphen or dash after them. I realize that this is probably a leftover from when the whole entry was on a single line. But if you want to reduce character count, getting rid of them would be a good way to do it. While you're at it, get rid of any trailing spaces on all the lines; those are counted towards the total chartacters too. I realize that this would be a lot of work and that's why you haven't done it. You may just want to remember it as an option for the next time you run up against the character limit.
    Quote Originally Posted by rodneyAnonymous View Post
    Tons of magic use in 1018. Spells include flame strike (twice, and we see the effect of a third), mass cure serious wounds, mass inflict serious wounds, and mass resist fire. "Spell-like" (cleric) class abilities include turn undead and bolster undead.
    Quote Originally Posted by Rollin View Post
    The cleric ability turn undead is mentioned in #880.
    Quote Originally Posted by rodneyAnonymous View Post
    1. Thor's lightning is cast in 1019.
    2. An item (orb) is used to cast teleport in 1019.
    3. The vampire ability energy drain is used in 1013 (missed it).
    Quote Originally Posted by dtilque View Post
    1021 Bugsby's Cat-Retrieving Hand

    This Compendium is about three or four updates behind. I wonder if it'll ever get updated....
    Quote Originally Posted by dtilque View Post
    Correction: 559 is under both Dispel Magic and Dispel Magic, Greater. It should only be under the latter.
    All submissions added at this point. Let me know if I've missed any in the last few updates.
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  3. - Top - End - #243
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    Default Re: The OotS Magic Compendium

    For discussion: Let me know if this list is correct, and what you think the unknown spells are!
    Looking forward to get us back up-to-date!

    Strip 998
    Summon Proxy

    Strip 999
    Summon Proxy

    Strip 1000
    Summon Proxy
    Unknown Spell (durkon)

    Strip 1001
    Unknown Spell (durkon)
    Dominate (Vampire)
    Summon Proxy

    Strip 1002
    Hold Person
    Dominate (Vampire) (mention)
    Unknown Spell (Harm or Inflict Wounds?)
    Summon Proxy

    Strip 1003
    Destruction (failed)
    Energy Drain (Vampire)

    Strip 1004
    Flame Strike
    Inflict Serious Wounds
    Energy Drain (Vampire)

    Strip 1005
    Gaseous Form (Vampire)
    Unknown Spell (Barrier?)

    Strip 1006
    Summon Proxy
    Gaseous Form (Vampire)
    Harm
    Energy Drain (Vampire)
    Unknown Spell (durkon's hands)

    Strip 1007
    Unknown Spell (durkon's hands)
    Energy Drain (Vampire)

    Strip 1008
    Summon Proxy
    Hel's Might (Righteous Might)

    Strip 1009
    Hel's Might (Righteous Might)
    Gaseous Form (Vampire) (mention)
    Unknown (potion)
    Energy Drain (Vampire)
    Dominate (Vampire)

    Strip 1010
    Slay Living (failed)

    Strip 1011
    Summon Proxy
    Antilife Shell

    Strip 1012
    Summon Proxy
    Antilife Shell
    Gaseous Form (Vampire)

    Strip 1013
    Energy Drain (Vampire)

    Strip 1014
    Children of the Night (Vampire)
    Gaseous Form (Vampire)

    Strip 1015
    Feather Fall (item) (mention)
    Gaseous Form (Vampire)

    Strip 1016
    Summon Proxy
    Gaseous Form (Vampire)
    Antilife Shell
    Teleport (orb) (mention)

    Strip 1017
    Teleport (orb) (mention)
    Antilife Shell

    Strip 1018
    Antilife Shell
    Flame Strike
    Unknown Spell (helping?)
    Unknown Spell (protect vampires?)
    Turn Undead (Cleric)
    Cure Serious Wounds, Mass
    Bolster Undead (Cleric)
    Inflict Serious Wounds, Mass
    Resist Energy, Mass (fire)
    Thor's Lightning

    Strip 1019
    Antilife Spell
    Thor's Lightning
    Counterspell
    Teleport (orb)

    Strip 1020
    Locate Creature (scroll) (mention)

    Strip 1021
    Children of the Night (Vampire) (mention)
    Bugsby's Cat Retrieving Hand
    Last edited by TheWombatOfDoom; 2016-02-09 at 06:58 AM.
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  4. - Top - End - #244
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    Default Re: The OotS Magic Compendium

    My guesses for the unknowns.

    1000 possibly no spell at all. It's common for a caster to start preparing to cast and have a dwoemer around their hand(s), but then change their mind about casting it.
    1001 some kind of buff spell, of course. Divine Power is a good one for clerics, so that would be my first guess.
    1002 can't be either Harm or Inflict * Wounds, since those are touch spells. Damned if I can think of anything that it could be, though.
    1005 the barrier is probably homebrew.
    1006 probably no spell cast, just preparing for the next round (he can only cast one per round and he just cast a Harm)
    1007 more preparation for a spell (inflict * wounds most likely), but blocked by Roy
    1009 virtually certain to be a healing potion
    1018 no ideas

    The Green Energy effect in 1009 and 1010 is undoubtedly homebrew and possibly has a name, but who knows if we ever find out what it is. Lets hope one of the high priests is familiar with it and mentions it.
    Curated Thread: Gazetteer of the Stick

  5. - Top - End - #245
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    Default Re: The OotS Magic Compendium

    The odds are probably good that the unknown lightning spell in 1018 is a second (or technically first) use of Thor's Lightning.
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  6. - Top - End - #246
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    Default Re: The OotS Magic Compendium

    Well, we discovered that the Green Energy Effect in 1009 and 1010 is from a Weapon of Legacy. Don't know how you want to put that in the lists. Just note that it does both healing and Restoration.

    1026 has a fireball and some kind of touch spell attempted. Since it was by a former member of the Stone Creed, who've used all their 3rd-level-and-higher spells, it's virtually certain to be an Inflict Moderate Wounds.
    Curated Thread: Gazetteer of the Stick

  7. - Top - End - #247
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by dtilque View Post
    My guesses for the unknowns.

    1000 possibly no spell at all. It's common for a caster to start preparing to cast and have a dwoemer around their hand(s), but then change their mind about casting it.
    1001 some kind of buff spell, of course. Divine Power is a good one for clerics, so that would be my first guess.
    1002 can't be either Harm or Inflict * Wounds, since those are touch spells. Damned if I can think of anything that it could be, though.
    1005 the barrier is probably homebrew.
    1006 probably no spell cast, just preparing for the next round (he can only cast one per round and he just cast a Harm)
    1007 more preparation for a spell (inflict * wounds most likely), but blocked by Roy
    1009 virtually certain to be a healing potion
    1018 no ideas

    The Green Energy effect in 1009 and 1010 is undoubtedly homebrew and possibly has a name, but who knows if we ever find out what it is. Lets hope one of the high priests is familiar with it and mentions it.
    -1000 and 1001 may be the same spell, disrupted when HPOH got smacked. Can't be sure though.
    -On 1002, I think we've seen an inflict break the touch range rules before. Could be wrong, though.
    -The barrier in 1005 is probably an effect of the Summon Proxy spell, as it has the same dwoemer and specifically bars exit of the High Priests.
    -In 1006-1007, he keeps the dwoemer from casting Harm all the way until he drains Roy's energy in 1007. Probably not a spell at all.
    -Agreed that 1009 is almost certainly the healing potion. Note that several of Roy's wound marks disappear. For example, the hash on his right (audience left) side gets smaller, and the mark on his torso near his scarf goes away, as well as the grey "bruise" patches.
    -The Green Energy effect is likely a slightly homebrewed version of the Legacy Healing gift, granted because Roy completed a founding event as described in Weapons of Legacy. Normally, legacy gifts only happen when a character unlocks a legacy, not during a founding (which this seems to be?), and Legacy Healing would only restore ~75 HP (5 * HPOH's character level, which is 15 or so) plus ability damage, but the ability is close and makes thematic sense.
    -We see a vampire get hit by the purple spell from 1018 (cast by the High Priest of Hermod). The same vampire fails to reach the bubble (or reappear on camera), so it could be a debuff of some kind. Flipping through the SRD gives no great candidates, though. That said, it looks a lot like the High Priest of Frigg's Mass Cure Serious Wounds (also lands in the big battle panel, bottom left), so it might be Mass Cure X a little further along in the casting process.
    -In 1026 V's spell is likely Burning Hands; see the Class and Level Geekery thread. The goliath is probably just trying to level drain Belkar; it's the same dwoemer that the High Priest and Malack got when they did that.
    Last edited by unbeliever536; 2016-03-03 at 03:15 AM.
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  8. - Top - End - #248
    Bugbear in the Playground
     
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    Default Re: The OotS Magic Compendium

    OK, the Burning Hands looks more likely than Fireball.

    AFAIR, in previous instances of Level Drain by a vampire, we only see the dwoemer when it actually happens, but not when it's just an attempt. That's why I figure in 1026 that it's some specific spell.
    Curated Thread: Gazetteer of the Stick

  9. - Top - End - #249
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    Default Re: The OotS Magic Compendium

    Strip 1022
    Unknown - Staff Breaking?

    Strip 1023
    Sending (mention)

    Strip 1024
    Unknown - Runestone Aura?

    Strip 1025
    Unknown - Green Barrier?

    Strip 1026
    Harm (failed)
    Fireball
    Bugby's Cat-Retrieving Hand

    Strip 1031
    Water Breathing (ring)
    Protection from Energy (cold)(ring)
    Unknown - Cloak - Weather Protection?

    Strip 1033
    Sonic Lance (Yrthak)

    Strip 1034
    Sonic Lance (Yrthak)

    Strip 1035
    Sonic Lance (Yrthak)
    Water Breathing (ring)
    Protection from Energy (cold)(ring)

    Strip 1039
    Freedom of Movement (extended)
    Fortunate Fate (extended)
    Magic Vestiment
    Protection from Element (cold)(mask)
    Superior Resistance
    Last edited by TheWombatOfDoom; 2017-06-12 at 07:53 AM.
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  10. - Top - End - #250
    Bugbear in the Playground
     
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by TheWombatOfDoom View Post
    Strip 1025
    Unknown - Green Barrier?]
    That's the barrier keeping all the participants of the Moot in. We first saw it in 1005.

    Strip 1031
    Water Breathing (ring)(mention)
    Protection from Energy (cold)(ring)(mention)
    There's also a cloak with magical protection from cold there. And these are not just mentions; they are working in that strip as well as in subsequent strips.

    Strip 1033
    Unknown - Sonic Breath Weapon?

    Strip 1034
    Unknown - Sonic Breath Weapon?

    Strip 1035
    Unknown - Sonic Breath Weapon?
    These are the yrthak's Sonic Lance.

    Water Breathing (ring)
    Protection from Energy (cold)(ring)
    If you're going to cite the latter, you should list the cloak, too. But those are ongoing protections that will stay in effect as long as those two are in a cold environment. I'm not sure you need to list them more than once.
    Curated Thread: Gazetteer of the Stick

  11. - Top - End - #251
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    Default Re: The OotS Magic Compendium

    1040
    Mass Conviction
    Mass Resist Energy (acid)
    Mass Cure Critical Wounds


    1041
    Inflict Critical Wounds
    Boots of Free Movement
    Curated Thread: Gazetteer of the Stick

  12. - Top - End - #252
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    Default Re: The OotS Magic Compendium

    1050: Sending (mention)

    1051: Extended Greater Invisibility

    1052: Fireball
    Haley clearly used her wand to cast a fly on herself previous to this strip.



    Someday, this list may even be updated......
    Curated Thread: Gazetteer of the Stick

  13. - Top - End - #253
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    Default Re: The OotS Magic Compendium

    The detect evil reference to 363 actually links to comic 353, and should link to 363.

  14. - Top - End - #254
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    Revived under consent.
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    Default Re: The OotS Magic Compendium

    Hey, Wombat, are you still updating this thing? Your Sending link (3rd post in this thread) to strip 938 actually points to strip 931.

    Thanks for all the hard work you put into this! It's pretty great!
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  16. - Top - End - #256
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by dtilque View Post
    1050: Sending (mention)

    1051: Extended Greater Invisibility

    1052: Fireball
    Haley clearly used her wand to cast a fly on herself previous to this strip.



    Someday, this list may even be updated......
    Since then, we've seen:

    1055: Chain Lightning.
    1056: Scorching Ray x2, Magic Missile, Demonic Summoned Bat (?), Invisibility Purge, Fireball (mention), Greater Invisibility (inexact mention).
    1057: Dispel Magic (inexact mention), Mass Suggestion.
    1058: Frostbite, unknown healing potion, Blade Barrier, Counterspell (improved).
    1059: Ice Storm, Counterspell (improved), Dispel Magic, Fly wand (mention), Spiritual Weapon, Prismatic Spray.
    1060: Alchemist's Fire (do we do alchemical items? I think tanglefoot bags have at least been mentioned at some point.), Mending (mention).
    1061: Inspire Competence, Spider Climb (mention), Levitate (mention).
    1063: Mending (failed), Familicide (mention).
    1065: Mending (failed).
    1067: Greenhilt Sword (basic activation), {Roy's new Weapon of Legacy power, presumably to be filled in later} (mention).
    1068: Fly (wand).
    1069: Mending.
    1070: Cure Critical Wounds.
    1071: Minor Confusion.
    1074: Mending.
    Last edited by unbeliever536; 2017-06-10 at 01:49 AM.
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  17. - Top - End - #257

    Default Re: The OotS Magic Compendium

    That would be a Fiendish Dire Bat, so Summon Monster III.

  18. - Top - End - #258
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by Lord Torath View Post
    Hey, Wombat, are you still updating this thing? Your Sending link (3rd post in this thread) to strip 938 actually points to strip 931.

    Thanks for all the hard work you put into this! It's pretty great!
    I will now! Thanks for the submissions! I've been pretty busy so it always helps when people give me lists to input! And thanks for rejuvenating the thread folks!
    Last edited by TheWombatOfDoom; 2017-06-12 at 07:04 AM.
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  19. - Top - End - #259
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    Default Re: The OotS Magic Compendium

    Alright! Updated all the backdated material, as well as the most recent submissions! Please let me know if you guys can figure out a final word on some of the unidentified material, and see if I've set everything else up correctly!

    Strip 1040
    Conviction, Mass
    Resist Energy, Mass (acid)
    Cure Critical Wounds, Mass

    Strip 1041
    Inflict Critical Wounds
    Freedom of Movement (boots)

    Strip 1050
    Sending (mention)

    Strip 1051
    Greater Invisibility (extended)

    Strip 1052
    Fireball
    Fly (wand)

    Strip 1055
    Chain Lightning

    Strip 1056
    Scorching Ray
    Magic Missile
    Summon Monster III
    Invisibility Purge
    Fireball (mention)

    Strip 1057
    Suggestion, Mass

    Strip 1058
    Frostbite
    Unknown - healing potion?
    Blade Barrier
    Counterspell (improved)

    Strip 1059
    Ice Storm
    Counterspell (improved)
    Dispel Magic
    Fly (wand)
    Spiritual Weapon
    Prismatic Spray

    Strip 1060
    Mending (mention)

    Strip 1061
    Inspire Competence
    Spider Climb (mention)
    Levitate (mention)

    Strip 1063
    Mending (failed)
    Familicide (mention)

    Strip 1065
    Mending (failed)

    Strip 1068
    Fly (wand)

    Strip 1069
    Mending

    Strip 1070
    Cure Critical Wounds

    Strip 1071
    Confusion, Lessor (said minor)

    Strip 1074
    Mending





    Weapon of Legacy - What should I do for the Weapon of Legacy? I'm thinking of putting it in the "Magic Abilities" section, but how should it be listed? Once that is settled, I'll need help combing the comic for all instances of its use...

    Inspire Competence – Just realized…I don’t think we have any listed in the list so far, so I’m adding it to “Magic Abilities” section. I’ll need help coming the comic for all instances of its use…
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  20. - Top - End - #260
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    Default Re: The OotS Magic Compendium

    Would you like to include material from the O-Chul PDF (under spoiler tags, presumably)? If so, I can probably write that up for you.
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  21. - Top - End - #261
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    Quote Originally Posted by Emanick View Post
    Would you like to include material from the O-Chul PDF (under spoiler tags, presumably)? If so, I can probably write that up for you.
    I'm thinking until I own any of the PDF's I'm going to avoid doing them simply for the fact that I cannot check the work or reference it via link. So hold off on that, but thank you for the offer!
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  22. - Top - End - #262
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by TheWombatOfDoom View Post
    Weapon of Legacy - What should I do for the Weapon of Legacy? I'm thinking of putting it in the "Magic Abilities" section, but how should it be listed? Once that is settled, I'll need help combing the comic for all instances of its use...
    My thinking was that we would list the basic effect each time it appears, and each legacy ability (as far as we can figure them out) when they pop up. I don't know if the regular "green fire" effect counts as part of that, though. Definitely we should count stuff since 1012 (with Roy's eye's turning green), since that's very clearly an aura he can summon. Hopefully it's not too terrible?

    Instances where I can remember green fire:

    - Roy vs Sabine at Cliffport.
    - Roy vs fallen Miko (twice?).
    - Roy vs Xykon and dragon zombie.
    - Bug bandit fight?
    - Roy vs mummies in Gerard's Pyramid.
    - Xykon dream fight.
    - Roy vs Greg.
    - Roy vs female frost giant.
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  23. - Top - End - #263
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    Default Re: The OotS Magic Compendium

    There's a couple places in the list where the same spell is listed twice because it continues from one strip to another. I don't think they should be listed twice, but it's your list.

    1. Bugsby's Cat Retrieving Hand in 1021 and 1026.

    2. Barriers in 1005 and 1025 (unknown spell list). This barrier keeps all the Godsmoot participants in. Since it was most likely cast by a god, it of course lasts as long as needed, which is until the moot ends.

    Furthermore:

    3. The two Bugsby's Hands in 932 (also unknown spell list) are virtually certain to be the same. At V's level, these kinds of spells last for many rounds and since the spells are doing essentially the same thing (grabbing, holding, and moving some object), the second is pretty much certain to be a continuation of the first. I'm unfamiliar with all the different Bigby's Hands (and couldn't find a list of them online), so I'm not sure which one it's parodying. Perhaps Bigby's Grasping Hand. Or is there a Bigby's Manipulating Hand? This would also be the same Hand spell used in 397, 427, and 690 and probably 896 and 678.

    4. The unknown hand in 934 is virtually certain to be Bugsby's Forceful Hand, based on what it does. It's not a perfect fit (Tarquin should be dazed while it's in effect, instead of just surprised), but it's about as close as you're going to get. I say go with it.
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  24. - Top - End - #264
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by dtilque View Post
    There's a couple places in the list where the same spell is listed twice because it continues from one strip to another. I don't think they should be listed twice, but it's your list.

    1. Bugsby's Cat Retrieving Hand in 1021 and 1026.

    2. Barriers in 1005 and 1025 (unknown spell list). This barrier keeps all the Godsmoot participants in. Since it was most likely cast by a god, it of course lasts as long as needed, which is until the moot ends.

    Furthermore:

    3. The two Bugsby's Hands in 932 (also unknown spell list) are virtually certain to be the same. At V's level, these kinds of spells last for many rounds and since the spells are doing essentially the same thing (grabbing, holding, and moving some object), the second is pretty much certain to be a continuation of the first. I'm unfamiliar with all the different Bigby's Hands (and couldn't find a list of them online), so I'm not sure which one it's parodying. Perhaps Bigby's Grasping Hand. Or is there a Bigby's Manipulating Hand? This would also be the same Hand spell used in 397, 427, and 690 and probably 896 and 678.

    4. The unknown hand in 934 is virtually certain to be Bugsby's Forceful Hand, based on what it does. It's not a perfect fit (Tarquin should be dazed while it's in effect, instead of just surprised), but it's about as close as you're going to get. I say go with it.
    I go with each depiction mainly because if someone is on a page of a comic, and wonder what the spell is on that page, they can easily find out by going to this compendium. If I only did the original casting instance, this would not occur. So basically every appearance counts. The only time it doesn't count is for things like a cloak of weather protection, where it would only be of use to reference when its actually protecting from weather, even though every time the cloak is seen would technically be an appearance. Does that make sense? I wasn't sure about repetitions for the same spell either, but other counts count appearances per page of each character, I figured appearance of spells per page was only the most logical to do.

    As for 3 - I'm not sure which it is either, so maybe someone has a better opinion one way or the other, or maybe we can come up with a collective agreement over what it is, and then clear out a bunch of the hands from the unknown spell list.

    As for 4 - I'll add that in!

    Quote Originally Posted by unbeliever536 View Post
    My thinking was that we would list the basic effect each time it appears, and each legacy ability (as far as we can figure them out) when they pop up. I don't know if the regular "green fire" effect counts as part of that, though. Definitely we should count stuff since 1012 (with Roy's eye's turning green), since that's very clearly an aura he can summon. Hopefully it's not too terrible?

    Instances where I can remember green fire:

    - Roy vs Sabine at Cliffport.
    - Roy vs fallen Miko (twice?).
    - Roy vs Xykon and dragon zombie.
    - Bug bandit fight?
    - Roy vs mummies in Gerard's Pyramid.
    - Xykon dream fight.
    - Roy vs Greg.
    - Roy vs female frost giant.
    I'm inclined to reference every instance on the green aura, and then we can designate what each is as we know what ability it might be. I'm just wondering if I should make it its own spoiler, or list it with the "Magic Abilities" section. This list will certainly help narrow down where they are! Thanks!
    Last edited by TheWombatOfDoom; 2017-06-14 at 06:27 AM.
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  25. - Top - End - #265
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by TheWombatOfDoom View Post
    As for 3 - I'm not sure which it is either, so maybe someone has a better opinion one way or the other, or maybe we can come up with a collective agreement over what it is, and then clear out a bunch of the hands from the unknown spell list.
    I found a list of the spells in Wikipedia, but only their names. No info on what they actually do. Perhaps you should just lump them together under the title of "Bugsby's Hand". Except the one in 678. That is probably Bugsby's Intrusive Finger
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  26. - Top - End - #266
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    Default Re: The OotS Magic Compendium

    Strip 1076
    Unknown - Giant's Strength?
    Cure Critical Wounds
    Last edited by TheWombatOfDoom; 2017-06-16 at 11:48 AM. Reason: Consensus on Spell
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  27. - Top - End - #267
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by TheWombatOfDoom View Post
    Strip 1076
    Unknown - Giant's Strength?

    What do you guys think?
    I think it's just some flavour of heal. The bloody hashtag in Roy's chest and the cheek cut are gone.

    GW
    Last edited by Grey_Wolf_c; 2017-06-16 at 11:39 AM.
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  28. - Top - End - #268
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by Grey_Wolf_c View Post
    I think it's just some flavour of heal. The bloody hashtag in Roy's chest and the cheek cut are gone.

    GW
    Good points. Now to determine how large the heal was...
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  29. - Top - End - #269
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    Default Re: The OotS Magic Compendium

    Quote Originally Posted by TheWombatOfDoom View Post
    Good points. Now to determine how large the heal was...
    How many heal spells does Elan even have? If we assume it wasn't a mass heal, he might just have one other.

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    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
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  30. - Top - End - #270

    Default Re: The OotS Magic Compendium

    Last I checked the Geekery thread, the only cure spell Elan had was Cure Critical Wounds.

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