Locked Magic On the topic of locked magics, it's none of the players fault whether or not they can cast spells that they won't have access to unless they were part of a guild. I'll agree I think the guild locked magics have gotten out of hand in terms of the types of magics and numbers of those groups, but it's still none of the other players business. At the moment no one on the server, who isn't a mage, complains that they can't cast magic, or can't cast the magic of a guild locked magic, that they would otherwise never have access to in the first place. So why are people complaining that if we get a mechanical magic plugin, everyone has to have access to every spell? Like I said, it's none of the players business whether or not they can cast a spell. The holders of said locked magic could give a rats ass because RP is RP. Plugin Suggestions? Stahp. And when it comes to the lore of magic, and people suggesting small, different plugins that do something with magic, there's no reason to suggest anything else when the devs have a completed product in front of them. A fireball staff? Why not implement a fire staff instead of rewarding the fire evocationist with an actual plugin they can use, if there's nothing wrong with it lore wise? (Sure the lore is meh to begin with, but for certain magics, within how magic works on lotc, aren't bad for the most part.) As I've said, the lore is funky, and probably won't be changed. Unless the developers decide to make plans on implementing the magics that don't make sense lorewise after they've received a pass from the MAT on rewriting their lore to be balanced, comprehensive, and work along with how the rest of the lore on the server works. At least this way a large number of the current mages get something. The server has literally nothing to lose when it comes to giving the mages a much deserved plugin, if anything they can retract the magic plugin from the server and that would be the end of it. But for the players to never even see the plugin, or try it if it's completed? Also, having a mechanical plugin does not limit the bounds of a magic simple because it's now represented in MC. A fire evocationist can still roleplay their magic exactly as they would have previously. The same goes any other magic, the magic should just be a representation of an existing magic sub-type. There isn't a one or the other choice, you can have both. -=- I want 501 and the devs to understand that I'm not trying to cause an issue, I'm just trying to see whether or not you've explored this option, whether or not what I'm thinking is flawed or not, because I'd rather not see the plugin go to waste when it doesn't have to go to waste. Am I wrong? Am I not understanding something? I'd like if someone informed me on if something I'm thinking is off because if scrapping a completed magic plugin can be avoided I'd rather take that option.