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[MAGIC] - What's YOUR take, and what are YOUR ideas?

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I do think each race should have a healing spell, but the difficulty of reagent obtaining for each race should be difficult in accordance with their species' inherent abilities.

So, elves would probably be the best at healing, however they'd get nerfed in offensive magics.

Orcs would have to use a lot of reagents probably, although to be quite honest I can't think how this makes sense in my head...

Humans would have healing spells, but they'd be, as ever with our beloved species, fairly average and requiring less than the orcs and more than the elves to work.

How Dwarves should work is a mystery to me. In various stories, the idea of dwarves doing proper magic is usually pretty rare. Howabout rather than a instant heal for the dwarves, they get a heal over time, which is basically like eating a single apple every 2 mins... So one heart every 2 mins, interupptable by combat?

In terms of attacking power, I would say that each race should have a series of basic attacking spells (in other words, magic missile type attacks, lightning, etc), but also have a Special ability based on their race. Elves could have a spell which basically works like Bone Meal on plants, or maybe a Sapling generator spell...

Orcs could have a buff to their damage levels, being able to hurt stronger and sharper, in a fit of rage, also perhaps temporary flight abilities...

Dwarves would naturally have magic smelting powers and perhaps a magic drill power, which removes a block underneath them instantly but doesn't provide any resources...

Humans can generate 5 redstone dust from something really common, and can also create temporary glass spheres around them in battle, through which mobs can enter but projectiles like spells and whatnot cannot. (Although I hate to say this, the idea comes from the 3rd Halo game. I don't really like those games much, they seem a bit dull in plot to me, but the bubble shield was pretty neat, and would work well in a fantasy setting, although the ability to walk through glass is unlikely... I'd say it'd only last 5 seconds and would also require the mage to have that much glass on them anyway. It'd also need to be in an open enough space, otherwise it would just make a 2x2 glass square in the direction they're pointing temporarily to block an attack.)

I like the idea of temporary flight for orcs. With their greater strength, it could be basically just a super-jump ability. Humans could have redstone dust as a nod to how we're the most technologically advanced race in our world, something which, as near as I can tell, does seem to apply in Aegis although I suppose the dwarves do appear to have cooler train systems, so maybe not.

Elvish abilities probably should have plants, but I'm thinking dark elves might want shroom powers. Perhaps even more specific spells as options when you change subrace?

Halflings could have their glass bubble turned into a grassy dirt one, with a door in the direction pointed...Neat little reference to hobbit holes.

Undead obviously should have the ability to summon an army of Zombies. They're slow enough that they're not TOO overpowered, but the number of zombies is enough to be formidable. Or, basically, the Undead can create a zombie spawner. Perhaps an ability to create darkness?

Ascended should have.... fire abilities. A weapon in their hands also acts as a flint and steel. And so the rightous shall cleanse the wicked with these flames! *starts watching Hunchback of Notre Dame again*

The flames also work as the opposite of the undead's darkness ability, creating temporary light.

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I think every one should be able to choose a path of magic necromancy and all that other stuff. if they wish to and every one should have about the same choice. but with one exception each race gets there own ability to certain types. for example elves have better nature skills dwarfs mining and forgery so on ...

the reason for this is I believe it to be unfair on a elf who wants to use dark magic and cant because of there 'racial traits.' Same for a human who wishes to have powers of nature considering they didn't really have a choice when they joined the sever. (meaning about magic skills)

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I agree, do not restrict people in the respects of their powers just because of their race. Their could be an orc one day who really loves nature and everything about it. Having the different types would also allow for interesting mixes between the branches of magic. Also it would allow for people to mix magic with other skills that will be introduced to the game.

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It would be interesting to see what most nations think of a necromancer who works for their side rather than the undead... Fighting fire with fire there... However, evvvvilll! EEEEVVVILLLLL!

Also, weevils.

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I hate this racial magic. I wish magic was based on class and skills alone. Now I regret picking human a my race because elves' magic is way better.

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I don't really like the idea of racial magic actually.Here's my list of idea how people gain magic spells:

1.Application for Magic

People have to make a role play application for it,the higher tier of the spell the person requests the roleplay application have to be more decent and complex.

2.More powerful magics through usage

The more a person use magic,the more powerful magic he gets,maybe a skill system for magic will do that?

3.Magic through studying

A person have to join a mage guild/academy/school or read books to study how to use magic,magics are gained through usage and rp events.

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I don't really like the idea of racial magic actually.Here's my list of idea how people gain magic spells:

1.Application for Magic

People have to make a role play application for it,the higher tier of the spell the person requests the roleplay application have to be more decent and complex.

2.More powerful magics through usage

The more a person use magic,the more powerful magic he gets,maybe a skill system for magic will do that?

3.Magic through studying

A person have to join a mage guild/academy/school or read books to study how to use magic,magics are gained through usage and rp events.

Good idea.

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Sects of Magic, not racial. A.K.A Mages must specialise in one sect. e.g:

Holy (Ascended-style spells)

Arcane (Fire spells)

Glacial (Ice/Cold Magic)

Natural (Elf-Style magic)

Alchemy (Potions and Food)

Psychic (Mental Spells, 'Confusion' ...etc)

Kinetic (Physical Spells, 'You feel a great force of magic force you back' etc...)

Necromancy (Dark Spells)

And so on. If a mage could only specialise in one or two sects, it would make for some interesting RP.

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Sects of Magic, not racial. A.K.A Mages must specialise in one sect. e.g:

Holy (Ascended-style spells)

Arcane (Fire spells)

Glacial (Ice/Cold Magic)

Natural (Elf-Style magic)

Alchemy (Potions and Food)

Psychic (Mental Spells, 'Confusion' ...etc)

Kinetic (Physical Spells, 'You feel a great force of magic force you back' etc...)

Necromancy (Dark Spells)

And so on. If a mage could only specialise in one or two sects, it would make for some interesting RP.

I would lol if someone picked Holy and Necromancy as their two sects.

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I would lol if someone picked Holy and Necromancy as their two sects.

Yeah lol, that wouldn't work that well.

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I like the idea of holy undead mixes, but then again, I've always been a fan of eldritch abominations that weren't meant to be.

Perhaps some schools of magic can't be picked together, as they would conflict each other, rendering the mage powerless and dead, as the magic flowing from their own body gets used up trying to kill their opposite. This could also give some nice RP possbilities, such as two mages of differing schools of magic having to work together... I'm thinking... Flame and Ice mages, whose powers negate each other.

...

Dammit, now I'm thinking of Pokemon's power weakness mechanic.

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There should be more liquid offense spells, example : Summoning a water block for 10 seconds,or summoning lava for 2 seconds for the victim that took damage the fire should be taken away the time those 2 seconds are up or when the spell ends.

To be fair I think you should be able to get minas after killing a monster with a certain spell.

At least 3 offense spells should be considered to be added to ALL races.

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I can say two things about any magic system put into place:

#1: No reagents. Ever. Mana? Thats fine as long as its an easily renewed resource (regen over time, have to sleep ect.) Reagents are NEVER an acceptable choice though. A thousand games have tried it and ALL of them have either dumped it or failed miserably. DnD used to have reagents. Now it doesn't. And the game is much better for it.

#2: Balance. The spells on the wiki are all good spells in my opinion. In fact I wouldn't add any more beyond that. If you don't balance, people will complain. And its a lot easier to balance when you only have a small number of spells to look at. Orcs underpowered? Boost the effects of their spells. Ascended balanced buy losing mana too fast and end up useless in 2 seconds? Nerf their mana req. Undead raping everyone in sight? Nerf damage/boost mana req. Easy. But once you have a long list of spells to contend with, your life is going to suck. Trust me.

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