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#I love how this game is written and I take 90 psychic damage every time I see a post saying is has no story
chibishortdeath · 1 year
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i absolutely love your tags on my post about the mysterious woman, it's nice seeing someone who's as passionate about her as me ❤️
Hehehe, thank u, I’m pacing around all happy about it rn (>.< ). I love Simon’s Quest and how genuinely odd everything that happens in it is.
And the Mysterious Woman doesn’t get talked about very much and y’all are missing out!!! She’s so so so fun to speculate about!
I ran into I think it might have been an old conversation on like Gamefaqs or some other comment section somewhere and there were a surprisingly large amount of people in the conversation who said that when the game came out they assumed that she was meant to be Selena, and that’s just aaaaaa so so interesting to me. And it wasn’t just American fans either, there was someone from Japan who assumed the same. It’s so awesome getting to see the perspectives of people who were there when the game was new and this theory has me going nuts sometimes lol. On one hand it makes sense for the ghost woman in the Belmont family graveyard to be someone from the family, but on the other hand is she really “mysterious” anymore if it’s someone Simon would know?
And why did the Mysterious Woman not mention the Tooth of Vlad and only the other five pieces that she knew would partially summon Dracula instead of the intended burning, burying, and breaking of the curse? Especially if she’s meant to be Selena/Simon’s wife or if you interpret her as Sara? Simon’s Quest really went for the twist of having the call to action character and the one to get Simon out of whatever rut he was in for 6 years in the first place be the first person to lie to him. Which is just so!!!! Aaaa!!!!!!!!!!! This also raises the question: is the Mysterious Woman actually a force of good? Or did she just know that Simon was desperate enough to believe what she was saying to him? I’ve seen some people theorize that she was some kind of Dracula cultist or even a possible form of Death because of this.
Or was she completely right that summoning and killing Dracula is the only way to break the curse? After all a lot of other games in the series that revolve around curses end in Dracula being brought back and defeated. But this is also a strange option as usually when Dracula is resurrected it’s by cultists or Death or whoever else and it’s not a good thing and is just for the purpose of having the evil dark lord do evil things. So that would make this game one of the few scenarios in which Dracula’s resurrection is justified which is so weird I just— thinking about Simon’s Quest to hard is gonna kill me one day lol X,,,,,D.
She also says that one line of “within your own heart, you might be able to defeat the evil if you wager your own life” and thinking about that along with the ominous vagueness of the endings all having different eulogies so similar that you could genuinely make an argument for any of them being the canon ending and the fact that almost all of Simon’s symbolism is related to self sacrifice and martyrdom is uh… interesting. Also a lot of people forget that the area around Castlevania is also cursed, not just Simon. The swamps are messed up, the towns get less saturated in color more empty the closer you get to the castle, and there’s monsters everywhere, this wasn’t entirely a selfish endeavor to save himself.
Anyway, the Japanese manual also talks about the Mysterious Woman in specific ways, appearing and disappearing with the mist. And maybe this is a way to keep her as mysterious as possible, but it’s an interesting choice of words. They could’ve said she walked away into the mist, but they specifically said “disappear”, which is an awfully ghostly thing to do. And it’s also weird cause we kinda do see another character suddenly appear out of thin air in a graveyard in who I like to call the Garlic Guy. The Garlic Guy is also massively under appreciated like what the heck is up with that whole interaction 💀💀💀. Go to the graveyard, only at night, and some hooded figure will suddenly begin to exist in front of you if you lay garlic on the ground and then give you a bag. And then like most things it’s completely unexplained and you just have to keep moving on. I’m thoroughly convinced Simon is just as confused as we are lol. And in a way she is also treated the same way as any other NPC: she does something unexplainable and is never mentioned or important again. The way the game is written I swear it’s designed to make you feel anxious and rushed, ya know like a guy who is actively dying would feel.
And the fact that none of this is ever explained is just so ominous. It adds to the tension of the game and themes of not being able to trust anyone. Nobody trusts Simon, Simon can’t determine who’s trustworthy, there’s NPCs that you don’t even get to know who or what they are, sometimes even the hint books aren’t particularly helpful, things happen and you just have to keep going as to not waste any time.
Hopefully any of this makes sense lol I ain’t reading all that again to check cause I gotta go have lunch cause I forgor about it whoops. Anyway I am very normal about Simon’s Quest and every character in it, please everyone play this game it’s good I promise— (;w; )
Edit: oh my god I did not realize how long this ended up oopsie—
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wearesorcerer · 4 years
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[5e] 9th-Level Spells
You may be wondering why I’m starting my review of 5e spells with the highest level spells available. That’s simple: you only get one.
The 5e Sorcerer table isn’t quite like the 3.x one, but it is like the 3.5 Warlock and Psion: at any given level, you can known X spells and have Y spell level as your maximum. The table is elegant, but you have to know to level your character from first level rather than reading the table straight across if you’re making a higher level character. (I’ve made this mistake many a time. It’s why I dislike this sort of table: it looks nice but isn’t actually helpful.)
If you’re trying to have as many spells of the highest available spell level as possible, you would have from 0th to 9th 6/3/2/2/2/2/1/1/1/1. I find it easier to work backwards in this case, as you can say “I want to reserve X spells known for higher-level spells” and then figure out how many low-level ones you can have instead of getting to a higher level and running into a corner.
The question with 9th-level spells is not “what’s good?” because they’re all good. Rather, it’s “what’s worth taking as my single most powerful class feature?” That should narrow things down a lot.
Primary List
gate · mass polymorph · meteor swarm · power word kill · psychic scream · time stop · wish
I’ve written about wish and time stop ZA WARUDO! (time crunchy noises), but not in the context of 5e. Wish has changed substantially; time stop hasn’t. You have a few options, but the majority of them are boom-boom.
Gate: you can hold open an interplanar portal for as long as you concentrate (up to a minute) at the cost of a 5,000 gp diamond; if you know the name of a specific creature, you can use the spell to summon that creature. For some odd reason, gate is both the most Warlock spell in the game besides planar binding, yet is only a Warlock spell through a UA variant. For a Sorcerer, this could be useful, but you’re making your best spell cost you money every time you cast it. Strategically speaking, this spell is situational enough (read: a Wizard spell) that if you wanted it in the first place you should take it with the Ritual Caster feat, but for some reason this most obviously ritualistic spell isn’t a ritual. There are better uses for your spell known, but this is by no means a bad spell. Save for a scroll or something.
Mass Polymorph: you polymorph (Wis negates) up to ten creatures you can see within 120 ft. for as long as you concentrate (up to one hour), just like with polymorph. It incorporates animal shapes into it. If you want animal shapes, you should find a way of getting it instead: you don’t need a 9th-level spell slot for it (so can cast it more often -- 8th + 9th level spell slots), it lasts for 24 hours, and you can affect more creatures (30 ft. area = radius = 96 squares - the one you’re in = 95 Medium creatures [more if they’re smaller and squeezing together]). I don’t care for the concentration aspect of the 5e polymorph spells. I mean, I get the rationale, I just find it odd for this particular spell -- and I’d rather not give my opponent a tactical reason to target me. Pass.
Meteor Swarm: four fireballs fall from the sky and each deal 20d6 fire + 20d6 bludgeoning (Dex half; average 140 damage), setting everything they touch ablaze. Beautiful. I love meteor-style spells, so this is high on my list even though it’s a boom-boom spell and I’m not particularly boom-boom oriented. The best part of this is that it has a range of one mile, so you can destroy enemy armies without risking getting killed! Yay! Yes.
Power Word Kill: one creature within 60 ft. of 100 HP or less drops dead (no save). 100 HP is more than the average of many high-level characters, so unless the DM gave a boss max HP you can use this to kill even major opponents reliably. An optimizer will tell you that a spell without a save is something you should always take -- and would be correct insofar as it makes you more difficult to stop. I, however, dislike that mechanic: there’s almost no reason a spell shouldn’t have a save. This one should have the choice of Wis (resisting the mental influence) and Con (staying alive despite the heart attack/stroke/whatever). A very good spell, but I’d call it OP.
Psychic Scream: 10 creatures of Int 3+ within 90 ft. take 14d6 psychic damage and are stunned (Int half [damage]/negates [stunning]); their heads explode if they die. The beauty of this one is that it goes off of Int rather than Wis (meaning Wizards are the only targets you really need to worry about) and it automatically avoids friendly fire. Yes.
Time Stop ZA WARUDO!: you get 1d4 + 1 rounds to act, but the spell ends if anything you do (including effects you create) affect other creatures or objects someone else is wearing or carrying or you move more than 1,000 ft. from where you cast the spell. The main purpose of this spell is to buff yourself a lot, run the fuck away, or stack delayed blast fireballs to deal a buttload of damage. That’s all very nice, but it’s a continuation of the 3.0 nerf to the spell: in 2nd ed, you could pull a DIO and attack people or an Over the Hedge and steal things. Now for my main quibble. 3.5′s Player’s Handbook II had the celerity line of spells, which you could cast as an immediate action (choice of reaction or bonus action). Each one dazed (incapacitated) you afterward, but gave you an extra move (lesser), action (no prefix), or round (greater) to do with as you pleased. I’m willing to guess that there are similar spells in 5e. In 3.5, there were ways of becoming immune to dazing; maybe there’s a 5e-compatible build for that. Either way, as a 9th-level spell, I should get to throw knives at people to my heart’s content before dropping heavy objects (like steam road rollers) on them. Good, but I’m going to go to my grave complaining about the restrictions.
Wish: you can do practically anything, but you have a one in three chance of losing your ability to cast your highest-level spell. IT’S A TRAP!
For very personal reasons, I’m torn between meteor swarm and time stop, but psychic scream is also up there. I think power word kill is unfair, but I cannot say that it’s a bad spell. I don’t like mass polymorph, but I think that’s more me not liking how 5e deals with durations. Wish is too big of a risk for a Sorcerer: you have the chance of losing the most powerful class feature you get and have nothing else that can compensate for that loss (unlike a Wizard); it’s better as a scroll. Gate really should be a ritual, but it isn’t, and it’s expensive, so it really depends on how badly you need to move lots and lots of creatures or summon forth an Elder God.
Divine Soul (Cleric) List
astral projection · gate · mass heal · true resurrection
I’ve already covered gate, thankfully.
Astral Projection: exactly what it says on the tin for you and eight willing creatures. I have never understood why this spell is so high-level. Mechanically, it’s riskier and more expensive than casting plane shift, which is two levels lower. Thematically, it’s a mass version of an effect which in folklore is almost always caster-only, which makes no sense, and it’s at max-level when this is fairly standard practice for shaman and shaman-like figures. (Heck, that’s what a bunch of the associated drug culture is about!) Maybe someone can explain to me why you would want to use this spell. Pass.
Mass Heal: heal 700 HP divided as you choose among any number of creatures (except constructs and undead) you can see within 60 ft.; also cures them of all diseases, blindness, and deafness. On the one hand, this seems like a great spell with a raid or during a cataclysm. On the other, you can accomplish everything this does with lower-level spells. Pretty good, but maybe hold out for...
True Resurrection: a creature you touch (or whose name you speak) is restored to life and perfect health (no wounds, no missing limbs, cured of all diseases and poisons, freed from any curses), even if there are no remains, provided the creature has been dead for no longer than 200 years and is free/willing to return. PICK THIS ONE!
Variant List (UA)
Foresight: for eight hours, a creature you touch can’t be surprised, gets advantage on most d20 checks, and causes all creatures attacking it to roll with disadvantage. This is better than the 3.5 version, which was already very good. Yes, this. Very.
Really Cool Spells It’d Be Great to Take If You Could
Or me lamenting about the limitations of the Sorcerer list
imprisonment · invulnerability · power word heal · prismatic wall · ravenous void · shapechange · storm of vengeance · time ravage · true polymorph · weird
Imprisonment: you know any of those fairy tale/folklore/mythology spells that trap someone for, like, ever? This is it. (Combines the spell of the same name, maze, and binding from 3.5.) You’ve got options if you want to seal someone away -- and it lasts until you say otherwise. Sure, it’d be nice if it were a ritual, but it ain’t; you just gotta take a minute to cast it (and throw in 500 gp. of material per HD of the target).
Invulnerability: you are immune to damage for up to 10 minutes (at the cost of “a piece of adamantine” [in D&D, that’s closer to depleted uranium than it is to diamond] of 500+ gp.). Maybe you don’t like the cost for a spell of that level, but hey, invulnerability.
Power Word Heal: target (non-construct, non-undead) regains all HP; has the charmed, frightened, paralyzed, and stunned conditions removed; and can stand up as a reaction if prone. This is a Bard spell, but it’s on the Cleric and Druid variant lists, so probably is an option for Divine Souls. I can see it being handy, but you’d think mass heal would be a better choice.
Prismatic Wall: you conjure up a rainbow wall/sphere (as prismatic spray) that’s a bitch to get rid of. You want an abjuration? This is it.
Ravenous Void: a miniature black hole that needs some errata (how many spaces do creatures and objects getting sucked in move each round?). It’s ludicrously awesome, though.
Shapechange: other than true polymorph, this is what you want out of polymorphing magic.
Storm of Vengeance: let’s say you want all of the boom-boom of meteor swarm but are more meteorologically focused. Here’s your answer. You end up dealing an average of 49 damage (of three elemental types and bludgeoning) to each creature below a storm cloud (360 ft. radius) you conjure within sight. There’s an arbitrary distance beneath the cloud included, as it doesn’t say how far up the cloud has to be.
Time Ravage: you decrepify someone with timey-wimey magic -- but it’s somehow necromancy!
True Polymorph: you can transform almost anything into almost anything else. The limits on this spell are basically to keep you from thinking you’re a literal god and overall I’d think this would work better in a skill-based magic system, but nonetheless it’s quite clearly the best polymorphing spell in the game.
Weird: this is mass phantasmal killer. It’s directly comparable to psychic scream -- Illusion rather than Enchantment, fear rather than stunning, and more potential targets in a smaller burst instead of headsplosions.
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