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There was a thread some time back which offered feedback for Magic Spells. Magic Spells the way they were written had never intended to be permanent, rather, we meant to tinker with them as time went by but never got to it. This time, we incorporated most of the feedback, and also invented 8 new spells (one for each category) while modifying rules and systems concerning various other spell mechanics completely to make Magic more fun and seem less nerfed.
- All Magic now have a Void or Exist category. Each allows learning spells from within their category, but blocks learning spells outside them.
- Death and Folelsa Magic are now also part of the structure, thus allowing the learning of additional spells.
- Shadow Dagger has been reworked to only be usable in the direction of a living person, though it can also be used to phase two meters backward once every minute as long as there is no solid object behind them.
- Blood Slice is made more powerful, the first cast causes shards to embed and cause painful bleeding, repeat casts continue to just slice.
- New Demon Magic spell: Dourva, to call upon a demonic Doppelganger of someone to fight them.
- Reworked Firewave to be more like a fireball, faster to cast and require no more resources.
- Reworked Freezing Chill to be larger, increasing the cone by twice the size.
- Reworked Water Bond to remove all damaging aspects of it, and to allow safe landing on water surfaces, or prevent drowning.
- New Elemental Magic spell: Formetal Weapon that allows Elemental Mages to produce weapons out of stone.
- Mending Light reduced from 2 hours to 10 minutes, but requires a second procedure after 48 hours of another 15 minutes to get rid of nasty scar tissue.
- Blinding Swarm can only be cast once a day.
- Winged Wonder to be clarified as a spectrum spell that counters all physical attacks no matter the scope.
- Forlorn Control rules clarified, should be more difficult to cast but also more forgiving for mages who cast them.
- Mind Flux spell seriously reduced in casting time.
- Visage Mirage boosted to change the caster's whole body, not just their face and neck.
- New Mind Magic spell: Vertheel that bargains the Combat or Intellect skill from another person in exchange for a simplified Visage Mirage spell for the subject.
- New Soul Magic spell: Tekreet temporarily traps the soul of another person into an object before either voluntarily or time-based returning the soul back to the body after a set amount of time.
- New Celestial Magic Spell: Meylaan used to clean the body of all grime, dust, grease, bloodstains, food stains, mud or other foreign substances in a magical dry bath spell.
- New Leveia Magic Spell: Etrai which gives the caster 2 hours of not needing oxygen, clearer sight underwater and immunity to pressure damage.
- New Death Magic Spell: Curse of the Evil Eye which curses a person with constant paranoia and fear of being watched.
- Expanded the scope of Sense of Clarity and allowed it to be cast from a distance.
- Expanded Channeling of Rage scope of emotions and gave it a more forgiving circumstance that makes the subject forget the words or the spell being cast on them.
- Reading Empathy is less in scope, meaning it's less powerful in understanding the cause of emotions, but made it more forgiving by allowing it to be done through any touch to read all emotions or instant cast distance to read only the most dominant emotion.
- Emotion Duplication is made more forgiving by allowing it to be stored within an hour after casting instead of instantly. Also further clarified that not even Allar can tell the substance of normal water.
- Social Cloaking clarified that it will not ensure friendliness in groups, as social interaction is still subject to individual Character personalities (harsh/grumpy/mean-spirited etc).
- Allure's Kiss reclassified to solve an internal logic problem.
- New Folelsa Spell: Truth Mirror which allows a Folelsa Mage to sense the true feelings of a person to another through a ritual.
- Removed the chronological learning order of Folelsa Spells completely.
- Completely reworked Ellon Form to accomodate the actual intended lore instead of the free roam free interpretation it had become. Anchored down Ellon Forms to Soul Categories and limited the scope of complete freedom for animal choice. This was largely done because many Ellon Forms ended up becoming skill extensions of Characters. (such as flight, extra combat strenght, extra speed etc.) in unreasonable quantities. By anchoring down the limited animal ranges (while still permitting a lot of internal freedom) we hope to ensure that Ellon forms are expressions of creativity through combining animals to make something unique, instead of just using an animal's naturally afforded abilities for a character's advantage.