The use of Poision.
All the magical systems that are planned or in production or even set allready have some kind of attribut change system...all except the arcane magic. Now we have a perfect useless spell KEL YEG more or less useless poision as the degeneration of the health is so low that every figther cuts up the mage and is home for breakfast, before his hpdrops under 90%.
Now I do ~not~ want overpowered scorpion or spider poision, because that is just ridicoulus, but I would like to see the poision spellput to more use and thus giving mages more variety than just "Kill this thing with fire".
I would like to see the poision spell doing different things, if combined with different Elementar runes, these spells will not be disturbed by people standing in the way of the mage and his target.
KEL YEG HEPT(Ice poision)- This spell reduces the attackers agility, making it possible for Mages to either "freeze" monster or attacker, there is no reduction in Hp for the affected attacker, but the longer the poision runs trougth his body the worser are the affects, the effects can not be stacked, but they can be refreshed, meaning its possible to cast the spell again on the victim, thus refreshing the duration, so the longer the spell is kept "alive" the stronger it will be.
KEL YEG JUS(Wind/Movementpoision) Basicly this a random stun Spell, as soon as it is casted on an enemy he will need to overcome a random chance to be stunned, every action like walking, attacking, casting magic, crafting, basicly anything except talking can be stopped with a stun.
I don't know how exactly the movement system works, but I think it has something to do with Action Points, different actions take different Amounts of Ap like a crossbow takes more Ap than swinging a Sword. However there is a chance that a stun just takes only half the Ap away from the action that was tried, so the stunned Person might have the chance to try another action soon after.
KEL YEG RA( Fire poision) This is a two sided Sword, the fire poision will increase the strength and agility of a char, but reduce his constitution and his figthing skills, as the freeze poision this one gets stronger the longer it works.
KEL YEG PEN (Mindpoison) This spell could have seeral effects.
1. It lets the char forget things, if you attack, move or want to do anything engine based the char has the chance to "forget" what he was doing, thus stopping the action, but there is no reduction of Ap so asicly he just stops..and needs a new direction from the big gloved hand or the sword in the sky.
2. Switched controlls, this makes your char walk left, when you wanted him to walk upwards, or it makes him turn around, when you wanted to walk to the right, this is just plain old confusion.
3.Beserking:this is the most dangerous mind poision, because it might aswell backfire on the mage. This makes anyone go "mad" he will attack anything around him, increasing strength and attack aswell as skills, but reducing his defense abilitys.
A beserk Mage will cast random spells healing, attack spells, portals and so on.
Furthermore I would like to see an KEL YEG QWAN the poision would not only be a tad stronger, but also have a chance to decrease random attributs for some time.
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Desperation Magic.
Desperation magic is the strongest magic a Mage can ever cast, but as soon as he dares to use said magic he will suffer the consequences.
As it is called ~dersperation~ magic it should only be used in thight spots, first I will list what the results are, as soon as a mage has cast this spell.
-His mana will be reduced to zero
-His mana regeneration will reduced by 2
-All his magic attributs get an -2 malus
-Mana potions only work half as good.
-His maximum Mana will be reduced to 75%
and his current life gets reduced by 50%
What do you need for desperation Magic?
Well you need a preatty high skill in the category you want to cast your desperation spell in, I think about 70 % should be reasonable. Maybe there should be some kind of failsafe mechanism so not only powergamer can gain these spells, maybe there should be some kind of Masterunes, those need to be "unlocked" before anyone can use the desperation magic, unlocking is either done by an Gm quest or by time.
What spells?
The desperation spells are based on the 3 main Magic schools, an experienced Mage can combine several magic schools together to form more and more powerfull desperation Magic.
If a mage starts to cast desperation Magic, his health will be healed to half his missing health, the cast cannot be interrupted, but he still can be attacked.
The basic spells
The breath of the dragon-Commotio
This spell creates a dragonbreath, the conespread attack, to north, south, east and west. The tiles that are not affected from the fire will be hit by the dragongrowl, pushing those chars back and stunning them.
The save haven-Pervestigatio
The Mage will create a portal, that immedeatly closes, when he uses it. If someone uses the portal before the mage can, it will still stay open, but the person will be thrown out at a random place, but it could happen that this place might very well be the "haven".
The Mage does not need to speak any direction, before he steps in the portal, the portaldestination is saved before hand and will always be choosen, if this spell is spoken.
The cage of death-Decisio
The mage creats a cage of stonewalls 3 Steps around him and teleports out, random monster spawn inside the cage.
The walls will just hold for a few moments before they crumbel.
The combinations
The revenge of the phönix-Pervestigatio and Commotio
This spell creates 8 dragonbreaths, so in each direction one, furthermore it it heals the mage complettl, without the reduction of Helath after wards, however the mage cannot cast any magic for one Rl hour.
The storm of elementals- Commotio and Decisio
This spell throws everyone around the mage back and stuns them for a period of time, random attack mage will then cover the area around the mage(this would be interresting with various kinds of poision)
The last frontier-Perv. and Decisio
This Spell throws everyone around the mage back for atleast 5 spaces. The spell than creates upto 3 different flames(poision, fire and ice) around the mage, basicly creating a cage to defend him
The last combination is obviously the most powerfull, but yeah I'm tolazy to writte it down now. I know that this willprobaply not included, simply because the figthers have no defence against it, maybe later when all the other magic systems are included one might think about the desperation magic again.
Magic changes
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- Pellandria
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While I agree KEL YEG is as usual as a chocolate hot-water-bottle, I don't think reducing attributes ect is the best way to go about it.
Each magic type has a particular 'flavour'. The 'flavour' of the mage is to kill things - and kill things more effectivly.
The healing and paralise (and wall creation) are just minor add-ons.
The poison types you suggested is heavily crossing into druid territory.
Personally I'd like it if KEL YEG lasts for a while and inflicts a minor poison (like the mummies do) which prevents people from healing. Again this is crossing over into priest magic (I would think) but its better than the useless thing it is now.
Now the desperation magic will take overpowered mages, and make them SUPER OVERPOWERED.
The QWAN + DUN spells are already incredible. If you're protected you can do MASSIVE damage to multiple people - see: Trollsbane fight.
HOWEVER mages have one disadvantage - as soon as someone is hacking away at them, they'll suck.
And that's something GOOD, which I don't think should be changed - let mages need to depend on others to ensure that they don't get beaten up... once you're close to a mage, end of story.
Each magic type has a particular 'flavour'. The 'flavour' of the mage is to kill things - and kill things more effectivly.
The healing and paralise (and wall creation) are just minor add-ons.
The poison types you suggested is heavily crossing into druid territory.
Personally I'd like it if KEL YEG lasts for a while and inflicts a minor poison (like the mummies do) which prevents people from healing. Again this is crossing over into priest magic (I would think) but its better than the useless thing it is now.
Now the desperation magic will take overpowered mages, and make them SUPER OVERPOWERED.
The QWAN + DUN spells are already incredible. If you're protected you can do MASSIVE damage to multiple people - see: Trollsbane fight.
HOWEVER mages have one disadvantage - as soon as someone is hacking away at them, they'll suck.
And that's something GOOD, which I don't think should be changed - let mages need to depend on others to ensure that they don't get beaten up... once you're close to a mage, end of story.
- Juliana D'cheyne
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The 'flavour' of the mage is to kill things - and kill things more effectivly.
I agree with this statement the way the mages are now, yet would VERY much like to see a change.
Other ideas for mages using some of these "useless" spells:
A spell to allow one tree to grow more then one apple/cherry in the winter.
A spell to lighten up a dark room for a few minutes (without using fire which most mages wouldn't RP using in a room)
In other words less fighter/more protective and helpful spells. However for right now until ALL the magic systems are in place, I wouldn't want to change something and have it changed back or reversed.