Re: Tentative Magic 3.0 Spell List 09/23/2010 12:58 AM CDT
I'll trade you my ability to raise others for your familiars and their neat perks.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:13 AM CDT
>Barbarians don't get more powerful weapons than everyone else, and we do just fine.

That is where you are wrong, they have ability which make their weapon hit harder and their body to be able to withstand more damage. But I digress I just come back after a more than six years away, and the way the guild philosophy of "other may have neat ability but we would always be KING of magic combat" to more way of doing damage but not better than other guild, is such a shock to me.

Frosts
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:22 AM CDT
>I'll trade you my ability to raise others for your familiars and their neat perks.

I'll give you my bear for your self raise ability.

Frosts
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:43 AM CDT
>>If our spell are not anymore powerful than other guild than what the point of being a Warmage?

>You have a different skillset...

Cleric and War Mage skillsets are identical (the only such case, I think).

Also:

>If you want to be a strict Elementalist, you're going to have to accept sacrifice. It's not quite as harsh as a Redeemed Necromancer or a Shocked Empath but...

This analogy made me feel warm and fuzzy.

...but yeah we still have mild guild identity issues, yo. Magic doesn't seem like the place to solve those issues, though.

"Magic has rules and so does posting on these forums." -Annwyl
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:49 AM CDT
Double-post for insipid comment:

Is AC giving you dark, pupilless eyes still impossible without Features N.whatever?

The effect on novices was priceless D:


"Magic has rules and so does posting on these forums." -Annwyl
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:49 AM CDT
go necro. can self-raise without worrying if the spell is up. hey, it worked for one WM bent on power and destruction and well, Lyras had her reasons...i suppose...

:-)

at any rate though, there's still alot of awesome in the WM guild spellbook.

now if only my necro could cast firerain...




You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath

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Re: Tentative Magic 3.0 Spell List 09/23/2010 03:14 AM CDT
<<I'll give you my bear for your self raise ability.>>

We could go back and forth on this, but the point is that everyone has nice things other people want, Warrior Mages included. Do not be so quick to discount them.

I am not completely sure I would not take that trade, for what it is worth. Self-rez is not terribly useful unless you plan on dying a lot.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 06:32 AM CDT
>>Earth and Fire as the only transformation elements seems a bit annoying. My character thematically has avoided Earth and Fire outside of SUF, and while in the end he'd probably take one or another (especially given that ALA is moving to Air) if need be, he typically focuses on the storm mage motif. No love for one of those in some transformation-related way?

For what its worth I can imagine a water and air transformation.

Electricity can be negated since its one of the 2nd tier/more complex elements according to magic theory since it doesn't behave like the other five. Aether is also Aether and can be discounted but I can picture an Aether transformation being something similar to a limited form of invisibility(also would work for air).

_______________________
As good almost kill a man as kill a good book; who kills a man kills a reasonable creature, God's image; but he who destroys a good book, kills reason itself, kills the image of God, as it were in the eye.
-John Milton
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Re: Tentative Magic 3.0 Spell List 09/23/2010 06:48 AM CDT
>>That is where you are wrong, they have ability which make their weapon hit harder and their body to be able to withstand more damage.

Aka buffs centered around combat:

>>as well as a powerful suite of buff spells centered around combat both magical and weaponized.


TG, TG, GL, et al.
Also: Moo.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 07:03 AM CDT
I tend to like my gam draffing my arse out of combat when I get stunned...wouldn't trade that for anything.

C.M.
C.M
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Re: Tentative Magic 3.0 Spell List 09/23/2010 07:07 AM CDT
FAM DRAGGING not GAM DRAFFING....stupid blackberry and old age

C.M
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Re: Tentative Magic 3.0 Spell List 09/23/2010 09:06 AM CDT
>The War Mage book is not about 'better numbers' but it will certainly be about 'better variety'.

About that variety, (if the below is accurate) our debuffs are without it - they are all magic v something.

How about some Fear v or Power v disablers for the WM? Conjuring a gigantic elemental strikes fear into your enemies etc...

>The new propsed stat contests were posted awhile back.

>Attack Class Primary Stat Secondary Stat Tertiary Stat
> --- --- --- ---
>Mind Intelligence Discipline Wisdom
>Magic Wisdom Intelligence Discipline
>Spirit Wisdom Charisma Intelligence
>Charm Charisma Discipline Intelligence
>Fear Charisma Strength Discipline
>Power Strength Stamina Discipline

>Defense Class Primary Stat Secondary Stat Tertiary Stat
> --- --- --- ---
>Reflexes Reflex Agility Intelligence
>Fortitude Stamina Discipline Strength
>Willpower Discipline Wisdom Intelligence
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Re: Tentative Magic 3.0 Spell List 09/23/2010 10:28 AM CDT
>>How about some Fear v or Power v disablers...

It was my understanding that Fear/Power were tailored around non-magical attacks.

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Tentative Magic 3.0 Spell List 09/23/2010 11:08 AM CDT
I am very eager for ignite. Is frost scythe still going to be around? I did not see it listed. I would like an electrical based weapon damage spell also if that is possible.

While I don't love some of the nerfs, I know it is about focus and game balance more so than making certain guilds highly developed, while others get less attention.





-Not yet mid level Elven War Mage lass.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 11:13 AM CDT
>>Is frost scythe still going to be around? I did not see it listed. I would like an electrical based weapon damage spell also if that is possible.

>>You may have noticed that the spells that create weapons are absent, but do not fear. They will still exist, through a system which we are not quite ready to elaborate on.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 11:20 AM CDT
Anyone know (or would a red name care to share) the stat(s) that will be involved in the offensive side of TM?

Will these same stat(s) affect spells that produce effects base off TM - rimefang, fam combat spell, etc...
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Re: Tentative Magic 3.0 Spell List 09/23/2010 11:20 AM CDT
>>Chain Lightning:
>>An esoteric Electric Targeted spell. It will strike everything in the area (or everything engaged to you, whichever you prefer) once. It can be >>generally targeted without need for a specific target.

This is possibly very minor in the Grand Scheme of things, but where is the "chain" in this spell now? If multiple lightning bolts are cast but only strike once, isn't the spell more like "Multiple Lightning Bolt" or something similar? Could such a functionality be added to the already-existing LB at the cost of the no-shield advantage or additional slots?

What is the rationale for deciding to strike targets with CL in an AoE single-attack, rather than a multi-attack? I rather like the number of attacks that CL offers at high levels of mana, and wouldn't mind keeping them as the more accurate but less damaging sort proposed in the basic M3 TM philosophy. It seems more true to the theme of the spell (which is to me, zomg lightning everywhere, hard to dodge) but not focused enough to devastate like a single, powerful bolt.

Other thoughts... (this turned out to be much longer than I thought, apologies for my longwinded post).

Mark of Arhat: I would adore this spell as an elemental damage booster - or a mixture of that and fire damage over time, as was proposed by another user earlier in the thread.

Fire Rain: I only just picked up this spell and enjoy it the way it is. If it had to change though, option 2 seems to suggest that the caster would no longer be a target while losing none of the punch. I can't tell enough from the description to make out the other differences. As a cyclic spell that attacks targets around you, would it follow a caster, like some sort of deadly, unnatural Raincloud For Adults?

Y'ntrel Sechra: I cry. I would feel a whole lot better about my decision to train hundreds of backtrained HP ranks if I understood a little better how combat 3.0 is going to keep the armor as a viable choice. Since it was mentioned we shouldn't stop training it (and understanding that this is supposed to be a response to a spell list) is there any chance at all of shedding some light on how armor's combat 3.0 role will keep Heavy Plate as a reasonable Warrior Mage armor? Are we sacrificing protection or absorbtion somehow? Is hinderance less important to defending (i.e. does it affect defenses less, or specific defenses less?) As the "second layer" of protection that is taking on the approximate role that parry or shield seem to now, does armor become more or less important in deflecting attacks entirely? So on, so forth. YS in 3.0 under our current defense model would seem next to useless, so any extra information you can give would be very helpful.

Elemental Transformations seem inadequately implemented with only two elements. I would enjoy to see at least one theme for the four foundational elements (ignoring Aether and Electricity for now). Off-the-top-of-the-head suggestions... Roll water breathing, +swimming and +cold damage resistance into a water or ice form? Affinity for air magic, the ranged defense aspect of Tailwind and adjustment to armor hinderance into a air form? I suppose most of those examples are wishful thinking, but it seems as though there's some increased redundancy now to encourage specialization in some areas of the spellbooks. The Transformations have the potential to offer some pretty niche and interesting setups.

Chill Geyser/spike/basic or introductory TM spells by element: This seems contrary to the goal of reducing redundancy, but I understand the points made in prior posts. I take a bit of exception to Sun Lance though. It seems redundant in its own spellbook, next to Fire Shard. Do you intend for one to be single-shot and one to be multi-shot, and for that to be the defining difference between the two for spell choice? Do any of the intro TM spells have any unqiue features that would interest a mage, other than "Oh hey a basic spell that hurts things with an elemental flavor..." or are they serving as necessary pre-requisites for better spells? Will these spells be obsolete at the end of a spellbook, when a mage knows better damaging spells? I ask mainly because I understand that eliminating spell obsolesence was also a goal of the new system.

Familiar Combat: Lots of potential. It seems to steal a bit away from what Necromancers have as a (currently) unique ability in the form of CFB and QTE, but when they get their Risen in 2040 all balance will be restored. Much approved, much love, thank you so much. Is there any chance of a higher-circle tier of familiars now to better take advantage of this kind of familiar use as a niche focus/reduced utility?

Ignite: Hee! Ice or electricity variants for spellslots, pretty please! If Shockwave can magically be firey all of a sudden, why not? Having each elemental damage type represented would give the spell a world of appeal to me, and worth the cost.

Dragon's Breath/Blufmor Garaen: Is the tradeoff now that DB has one attack in exchange for high power and accuracy, and BG is weaker but variable and multiple?

I'll put a lid on it there. Thank you for your hard work so far, and I'm looking forward to playing with some of the new concepts here.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 11:52 AM CDT
>>An esoteric Electric Targeted spell. It will strike everything in the area (or everything engaged to you, whichever you prefer) once. It can be >>generally targeted without need for a specific target.

>This is possibly very minor in the Grand Scheme of things, but where is the "chain" in this spell now? If multiple lightning bolts are cast but only strike once, isn't the spell more like "Multiple Lightning Bolt" or something similar? Could such a functionality be added to the already-existing LB at the cost of the no-shield advantage or additional slots?

Would you like to reduce Chain Lightning's maximum damage potential per target in return for extra accuracy in letting it strike targets multiple times? That's what you're asking me for. Please read the section on multi-strike spells versus single-strike ones, the idea is that they're both about equal to each other in desirability. Single-Strike is for damage, multi-strike sacrifices damage for accuracy.

Functionally, it's 'Chain Lightning' because the lightning bolt will jump from target to target until all targets have been hit.

>Fire Rain: I only just picked up this spell and enjoy it the way it is. If it had to change though, option 2 seems to suggest that the caster would no longer be a target while losing none of the punch. I can't tell enough from the description to make out the other differences. As a cyclic spell that attacks targets around you, would it follow a caster, like some sort of deadly, unnatural Raincloud For Adults?

Correct, the caster would no longer be a target. And you would also be able to make it not attack friendlies without unfortunate accidents (I'd like WM AoEs to be the most controllable). Also as a cyclic it would indeed follow you around. As multi-strike, each individual attack is weak but they are higher accuracy. Thus, the fire rain would be unlikely to kill foes immediately but would be very good at wearing down opponents.

>Y'ntrel Sechra: I cry. I would feel a whole lot better about my decision to train hundreds of backtrained HP ranks if I understood a little better how combat 3.0 is going to keep the armor as a viable choice.

I unfortunately can't give the best answer to this yet. However, if you're thinking of changing your armor solely based on the change to this spell, I would advise against it. Dartenian is working very hard on making the individual armors much more viable and not having the hindrance absolutely destroy people.

>Chill Geyser/spike/basic or introductory TM spells by element: This seems contrary to the goal of reducing redundancy, but I understand the points made in prior posts. I take a bit of exception to Sun Lance though. It seems redundant in its own spellbook, next to Fire Shard. Do you intend for one to be single-shot and one to be multi-shot, and for that to be the defining difference between the two for spell choice? Do any of the intro TM spells have any unqiue features that would interest a mage, other than "Oh hey a basic spell that hurts things with an elemental flavor..." or are they serving as necessary pre-requisites for better spells? Will these spells be obsolete at the end of a spellbook, when a mage knows better damaging spells? I ask mainly because I understand that eliminating spell obsolesence was also a goal of the new system.

There is no such thing as a 'better' damaging spell. Sun Lance will be the best damaging single strike spell in the WM arsenal and Chill Geyser will also be the best damaging single strike spell in the WM arsenal. The only thing you, the mage, needs to worry about is which primary damage type you want to inflict on your enemy. Many spellbooks try to also have 1 multi-shot damage (they don't all) to go along with single-shot, because the two types are functionally distinct and useful for different things. Prereqs will tend to require one or the other when necessary, so you won't need to take all of them.

>Ignite: Hee! Ice or electricity variants for spellslots, pretty please! If Shockwave can magically be firey all of a sudden, why not? Having each elemental damage type represented would give the spell a world of appeal to me, and worth the cost.

Ignite is just the first planned of several elemental types.

>Dragon's Breath/Blufmor Garaen: Is the tradeoff now that DB has one attack in exchange for high power and accuracy, and BG is weaker but variable and multiple?

And that DB is far cheaper to purchase and easier to cast and use.

-Z
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Re: Tentative Magic 3.0 Spell List 09/23/2010 12:20 PM CDT
Are Sun Lance and Fire Shard going to have different physical damage spreads? One slice-heavy and their other piercing-heavy?


"Magic has rules and so does posting on these forums." -Annwyl
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Re: Tentative Magic 3.0 Spell List 09/23/2010 12:24 PM CDT
Reading on a few of these posts, I have a very simple question...

As a new player, why would I pick a Warrior Mage?

The way I see things is, we have always had the most powerful attacking spells, this is balanced out by the fact everything else we need for combats seems to fall into tert skills, evasion, shield, armor, perception, stealths, etc.

Looking at things now, we will have the same power as everyone else? In number terms, our best spells cast at best prep will hit with the same value as another guilds top spell at top power.... am I reading this right?

If so, why would I pick a warmie over a moonie, or a cleric? when they have such things as moongates and raising?

I see it pointed out we might have more ways of casting/killing, but is that not just a variation of the text we see on screen, but all being exactly the same in the power of the hit, the accuracy, the damage, the mana used, etc?

Please correct me if I'm reading it wrong, and explain if possible

Somni
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Re: Tentative Magic 3.0 Spell List 09/23/2010 12:44 PM CDT
>>Would you like to reduce Chain Lightning's maximum damage potential per target in return for extra accuracy in letting it strike targets multiple >>times? That's what you're asking me for. Please read the section on multi-strike spells versus single-strike ones, the idea is that they're both >>about equal to each other in desirability. Single-Strike is for damage, multi-strike sacrifices damage for accuracy.

I think I envisioned the spell differently in my mind (multiple bolts firing from a source simultaneously and striking different targets multiple times, rather than one bolt that jumps around). How you describe it, it makes a bit more sense.

I have read the section you're referencing - it's what prompted me to write the first post.... Originally, I wanted CL to be less damaging per bolt than the single strike, because the total number of bolts against each target would add up to be something greater (much like it seems to work in in game now, for me). The accuracy boost from being multi-strike is plainly worth it in that case. Thinking on it a bit, you probably are trying to tell me that even with the extra strikes and accuracy, the spell would overall do less damage per target, per cast than the one proposed.

Gotta think on it now, not sure which flavor I'd prefer. Massive AoE single-shot damage could be gleaned from a few books.


Thank you for your fast response.



"Believe those who are seeking the truth; doubt those who find it."
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Re: Tentative Magic 3.0 Spell List 09/23/2010 12:54 PM CDT
>>If so, why would I pick a warmie over a moonie, or a cleric? when they have such things as moongates and raising?

Despite being the type of question that may be frowned upon, this is actually a very good one. I've wondered that myself at times. Why? Functionally, why should someone choose guild A when guild B can match guild A in terms of power, and guild B can perform actions XYZ whereas guild A can't?

At this point, I believe we have to wait and see exactly how new combat and magic 3.0 will turn out. Right now, different damage types are not as important. Perhaps when new combat comes out and it takes a little more strategy besides 'Cast Noob' to take down an opponent, having a variety of ways to deal damage might benefit WMs greatly.

My point is that we're still a long ways off from seeing the full potential of WMs even after magic 3.0 is released. I'm hoping WMs can have unique ways to kill opponents in efficient ways (not just for fun) that other guilds would lack.





Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:12 PM CDT
You would pick a warrior mage because you want to advance in your guild through staying in combat and you like magic more than yelling at things.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:13 PM CDT
I feel like answering 'why you should be a Warrior Mage' is sort of like a grass is greener thing. I also feel like if you think Cleric is that much more appealing (or Moon Mage) then you should just play one.

My opinion is that each guild should be appealing to ~10% or so of our playerbase, and I feel Warrior Mages will come out ahead of where they are now in Magic 3.0 even if that concept is hard to grasp.

Just because WM TM won't have the 'biggest numbers' doesn't mean that Warrior Mages aren't basically going to have the best overall TM options.

-Z
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:55 PM CDT
>>As a new player, why would I pick a Warrior Mage?

They've said that Warrior Mages will have the largest arsenal of spell attacks, that is your specialty.

Assuming idential skills/stats and using a single strike Targeted Magic spell, while a Warrior Mage may not do more damage than a Moon Mage or Cleric, the Warrior Mage will have access to a broader range of attacks spanning a bulk of the elemental damage types, the physical damage types, the vs stat contests and inflicted status effects.

tl:dr version - The Warrior Mage is designed so that if you know your opponent's weakness, whatever that weakness is you can exploit it via magical assault.

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Tentative Magic 3.0 Spell List 09/23/2010 01:58 PM CDT
Well, a warrior mage did appeal to me, thats why I have put in the time and effort to get to 125th circle, I was meaning more from a new player stance, whats going to make people say "wow warmies look awesome, I'll be one of them!!" ??

If we aren't better at powerful TM spells, and we have nothing special about us like moonies gates or clerics rezz, and we can't forge like barbs/pallies, or make leathers like rangers, or backstab like thieves..... are we now in the same category as a bard? (sorry bards).

I'm not sure I fully understand the best overall TM options, could you explain that a little more please? I might be getting confused, as I'm thinking you are saying for the numbers all guilds will hit the same, but we have better options?

Somni
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Re: Tentative Magic 3.0 Spell List 09/23/2010 02:05 PM CDT
aaahh Beveragek, that explains it a bit better, thank you, I was struggling to get my head around it clearly, but your summary makes it easier, thank you.

As an extra note, don't take away my ball lightning!! I use that to train my cambrinth!

Somni
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Re: Tentative Magic 3.0 Spell List 09/23/2010 02:24 PM CDT
>if you know your opponent's weakness

Any word on a way to discover creatures weaknesses?


Elemental Lord Opieus, Expert Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
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Re: Tentative Magic 3.0 Spell List 09/23/2010 02:42 PM CDT
>With the exception of Elemental Transformations, I am trying to hold us to describing conventional Warrior Mage spells as literal elemental manifestations. Elemental spells conjuring something physical (within Elanthia's loose definition of physics) without delving into symbolic or mystic-minded effects. In that model, it's very hard to conceive of a conventional Warrior Mage mental buff.

As such, WM magic has an inherent limitation that is not found in the other magic types. As such, in the "rob peter to pay paul" model, shouldn't WM magic have an inherent advantage?
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Re: Tentative Magic 3.0 Spell List 09/23/2010 02:54 PM CDT
>As such, WM magic has an inherent limitation that is not found in the other magic types.

I think you may want to do more research on the other magic types.

-Z
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Re: Tentative Magic 3.0 Spell List 09/23/2010 02:57 PM CDT
Damage has never really been a big deal anyways, not sure what the problem is there because i'm pretty sure even currently moon mages have spells that do more damage then war mage ones. It's hard to notice when both insta kill everything at level with TM. I don't think that's a WM or MM problem and I believe the combat changes are supposed to be addressing those isssues.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 03:07 PM CDT
>because i'm pretty sure even currently moon mages have spells that do more damage then war mage ones

No. WMs currently have a spell that is ~40% more damaging than any other spell in the game. (It's not Aether Lash either)

The point that it's hard to notice is extremely true, though.

-Z
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Re: Tentative Magic 3.0 Spell List 09/23/2010 03:11 PM CDT
>>As such, WM magic has an inherent limitation that is not found in the other magic types.

>I think you may want to do more research on the other magic types.

Fair enough, but if you mean the devotion and the moons/sun/star interaction with clerics and moonies, those are spell limitations.

What I meant is that WM magic is limited to those effects that can be physically manifested, a specific limitation that seems to be limiting what a WM spell could do.

While clerics are limited by what the gods can do? And moonies are limited to what imaginary forces provided by the heavens can do? Neither of these seem to offer any limitation on what a cleric or moonie spell could do.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 03:11 PM CDT
>>if you know your opponent's weakness

>Any word on a way to discover creatures weaknesses?

Creatures are going to need meaningful weaknesses first.


"Magic has rules and so does posting on these forums." -Annwyl
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Re: Tentative Magic 3.0 Spell List 09/23/2010 03:24 PM CDT
Speaking of weaknesses (and double-posting because I can't shut up apparently)...

If Fist of Stone is going the way of Stone spike, Ice Patch no longer snaps necks, and Paeldryth's is pure targeted utility...

...is there going to be an overall loss of Impact damage sources here? The spell selection looks piercing-heavy now.


"Magic has rules and so does posting on these forums." -Annwyl
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Re: Tentative Magic 3.0 Spell List 09/23/2010 03:54 PM CDT
I'm wondering if armor weaknesses (puncture, impact, slice) will become more meaningful in the future.





Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Tentative Magic 3.0 Spell List 09/23/2010 04:44 PM CDT
>If Fist of Stone is going the way of Stone spike, Ice Patch no longer snaps necks, and Paeldryth's is pure targeted utility...

>...is there going to be an overall loss of Impact damage sources here? The spell selection looks piercing-heavy now.

The water TM spell will actually be impact heavy.

-Z
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Re: Tentative Magic 3.0 Spell List 09/23/2010 05:20 PM CDT
<<I'm not sure I fully understand the best overall TM options, could you explain that a little more please? I might be getting confused, as I'm thinking you are saying for the numbers all guilds will hit the same, but we have better options?

For one, you have a new TM boosting augmentation spell. Two, it was stated that pathways will be more friendly. Those both sounds pretty nice to me.

<<While clerics are limited by what the gods can do? And moonies are limited to what imaginary forces provided by the heavens can do? Neither of these seem to offer any limitation on what a cleric or moonie spell could do.

Uhhh, alot of moon mage spells cannot even be cast unless there are moons up, take burn for instance, night and no moons = no burn. IOE without ingredients, contingency, sls during the day and more.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 05:45 PM CDT
>Uhhh, alot of moon mage spells cannot even be cast unless there are moons up, take burn for instance, night and no moons = no burn. IOE without ingredients, contingency, sls during the day and more.

No, I get this, but these are limitations of the spell - like vertigo doesn't affect undead, or YS failing in water, etc...

What I mean is that WM magic spell design seems to have been assigned a limitation that isn't present for the other magic types. But who knows, perhaps there are similar limitations to spell design for the other magic types.
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Re: Tentative Magic 3.0 Spell List 09/23/2010 05:46 PM CDT
> Uhhh, alot of moon mage spells cannot even be cast unless there are moons up,

He (she?) was discussing thematic limitations on what spells can achieve, not restrictions on the use of spells. When your spells have to involve the creation or manipulation of a physical element, it ropes off a lot of effects. For example, boosting mentals.
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