| Category | Abilities, Skills and Magic (4) |
| Topic | Magic - Suggestions, Discussions and Thoughts (14) |
| By | DR-VALDRIK from PLAY.NET |
| On | May 23, 2002 at 18:00 |
| Subject | A Few Notes About The Spell Preview (2555) |
Hey guys,
Because the preview will be a bit wierd, I wanted to explain to you how it will work. Thre preview will be using the Premium Preview System, however, I've modified it temporarily so that anyone can use the scroll. In doing this, however, its going to cause a bit of wierdness.
While the preview is up, only premium members will be able to learn spells permanently from their Guild Leader. Do not fret, though. There is a new mechanic with the scroll system. When Magic gets turned on -- you will be able to STUDY a scroll (after reading it) to permanently memorize a spell. This only works with your guild spells. So Rangers wont be able to learn Fire Shard, for example. However, Clerics will be able to permanently learn Glythtide's Gift -- as it is in their spellbook. Do exercise a bit of caution though -- memorizing a scroll only spell permanently does have a TDP cost involved with it.
So why mention this at all? In order to preview spells which have a prerequisite, you'll have to permanently memorize that prereq spell. So once you test around with the lower "tiered" spells, you'll have to memorize it permanently before you can test the higher tier ones.
So to Review the steps
READ SCROLL -- lets you see whats on the scroll
INVOKE SCROLL -- temporarily puts the spell in your spellbook
STUDY SCROLL -- Permanently memorizes the spell, if yer the right guild. It may include a TDP cost if its scroll only.
Valdrik
| Category | Abilities, Skills and Magic (24) |
| Topic | Magic - Suggestions, Discussions and Thoughts (21) |
| By | DR-VALDRIK from PLAY.NET (Chicken Mage) |
| On | Jan 28, 2002 at 14:05 |
| Subject | An Update For Ya (14585) |
Hey Everyone,
I've had numerous requests to give you an update on where we stand with the Magic, Version 2.1 rewrite. So, here we go <Grins>.
Minus a few extremely minor adjustments and additions, the core system is pretty much complete, in an very rudimentary tested state. We are now at the point where we're winding down with what we're doing on core system, and gearing up for the massive task of reviewing/updating all the player/critter spells. This is no easy and/or short task to do <Grins>. This part may actually take longer than the core system is, LOL.
After the spell review is done, we go into another testing phase, where we can put the new system mechs through the wringer and make sure we have all the kinks worked out. Once this is completed, we'll implement the changes :).
Valdrik
| Category | Abilities, Skills and Magic (24) |
| Topic | Magic - Suggestions, Discussions and Thoughts (21) |
| By | DR-VALDRIK from PLAY.NET (Chicken Mage) |
| On | Dec 5, 2001 at 14:15 |
| Subject | Re: A Challenge for Valdrik (13883) |
Alright, I'll go into an explanation -- again,
When you cast a spell, the process goes like this:
1.) You manipulate the mana in the area into a spell pattern. Mana does not like to be in any state other than its natural state -- therefore as you manipulate mana, it resists causing a buildup of energy. (This is much like if you bend a metal hanger a bunch of times, the joint at which it is bent gets hot).
2.) Once you're prepared, you cast the spell. This action releases the energy stored in the pattern -- this is the spell juice. It's your Fire Shard, your Ethereal Shield, etc.
This spell energy is the very same stuff that is fed into your cambrinth items and stored there. Its the very same premise behind Osrel Meraud, the spell. The spell leeches the energy from your spell pattern and keeps it held in the orb.
When you <harness 5>, you're holding spell energy internalized within you. (Causing nerve damage if held too long without skill to back it up). There is a bit more to held mana, but for purposes of this post this is enough info :).
There ya have it <G>. I could swear I've posted all of this before. I *KNOW* that the message is misleading right now. But trust me, it wont be that way for too long.
Regards,
Valdrik
| Category | Abilities, Skills and Magic (24) |
| Topic | Magic - Suggestions, Discussions and Thoughts (21) |
| Message | Re: Logical Fallacies (11938) |
| By | DR-VALDRIK from PLAY.NET (Chicken Mage) |
| On | Oct 15, 2001 at 12:13 |
<<Another thing I don't understand is why magic's previous rationale and logic no longer applies? See the posts below - and how greatly they differ from what's now being discussed.>>
GMing is definately a learning process. The *current* state of magic does indeed support those statements. At equal rank in PM/HA, a Magic primary will cast the exact same spell better than a Magic Secondary/tertiary.
As always, discussions with fellow co-workers, reading player posts, strikes of epiffany <sp?>, will change those views and make you realize that what you previously said and/or thought isn't the best way to go about things. Is it a solution? Yeah, but if you see a better way to do it, why not go for it? :>. I'm of the notion to say, at the cost of going against what was previously said, if its for the betterment of my system, the game, and for players, why the heck not?
Valdrik
| Category | Abilities, Skills and Magic (24) |
| Topic | Magic - Suggestions, Discussions and Thoughts (21) |
| Message | Re: ** fairness***** (11933) |
| By | DR-VALDRIK from PLAY.NET (Chicken Mage) |
| On | Oct 15, 2001 at 11:35 |
<<Eww.. now that I reread that.. Valdrik, come on. Paladins would not be paladins from a playability and enjoyment standpoint without our spells. Shame on you. (scolds) (grins) It wouldn't be as drastic as it would be for magic prime of course, but still. Courage and Anti stun and Righteous Wrath, etc, is what makes being a paladin fun and gives us our wow! It makes the guild as playable as any magic primary guild. So let us have the abilities just not as spells. Can't do that? Well then keep the guilds playable by not going to rank for rank for rank till that can be solved.>>
Yes, one style of play would be gone -- the Mage/Paladin type. But by far and large....you can't compare that singular loss ot taking magic away from one of the magic primary guilds.
Valdrik
| Category | Abilities, Skills and Magic (24) |
| Topic | Magic - Suggestions, Discussions and Thoughts (21) |
| Message | Re: ** fairness***** (11762) |
| By | DR-VALDRIK from PLAY.NET (Chicken Mage) |
| On | Oct 13, 2001 at 16:46 |
<<VALDRIK, a for have as to abilities. their magic use forced are users tertiary of many too way since guilds, other abilities in effectiveness same the expect *realistically* never can Paladin saying, you what by then>>
Using Paladins as the example. I may be unclear as to what you're defining as "abilities," but just to list some. Magic ranks do not come into consideration for 1.) Reduction of armor hinderance 2.) Having your horse fight with you in combat 3.) Glyphs (May be a few glyphs, but from what I understand magic ranks don't play much role in these. Could be incorrect though). Or 4.) Holy weapons. Do Paladins have spellcasting ability? Yes. Does that magic ability have to suck, or be "uncool?" No. Can an XXth Circle Paladin with 300 less ranks in magic than an XXth circle WM/MM/Cleric expect to be able to cast spells on their level? No.
<<CAN a have that to of expect you circle? equal MM or WM with commensurate ranks magical paladin me tell honestly>>
Yes, because there are Paladins and Rangers out there with VERY respectable magical skill. There are some out there that can meet some of the magic requirements of the Magic Prime guilds. Magic is not a core "ability" for a magic tertiary guild. If we took away the ability for Paladins to cast spells tomorrow, you would still have a fully functioning, capable Paladin. If we did the same thing to a WM, guess what? We've made a Barbarian who can't dance, roar, or berserk. Pretty much a commoner with a familiar. Seeing things like this, magic for a tertiary guild, if you want to be a uber-spellcasting Paladin is something you're going to have to seriously devote time to. You're going to have to spend time casting spells over and over and over. Magic is not an impossibility, there is the *potential* for some really cool spell effects, but you're going to have to work harder for them than a Magic primary would.
<<IF is that and to be abilities. their are of in the you then coolness overall just strenght guilds Tertiary Magic better supposed Primary saying basically case>>
When it comes to magic? You probably know the answer to that. Take that same scenario, and equate it to Armor prime vs armor tertiary. :). My WM will NEVER be able to maneuver in Heavy Plate as well as a Paladin (with 200 ranks in HP no less) can. Even if he were to cast a maximum YS cast on himself. Every guild has a point in which it has a strength in. For some guilds, that's magic, for others thats other things. Will the potential be there for those that work? Yes.
Valdrik
| Category | Category Abilities, Skills and Magic (24) |
| Topic | Magic - Suggestions, Discussions and Thoughts (21) |
| Message | Re: Cross Post from Maelona (11746) |
| By | DR-VALDRIK from PLAY.NET (Chicken Mage) |
| On | Oct 13, 2001 at 16:03 |
<<I'LL time. long a for about known have players as we problem problem, is there that admits and knows above someone see to nice It this. responce Valdrik?s interested very be>>
Maelona's post is pretty much dead on. There are indeed some core issues with Magic that need to be resolved. Both on a technical mechanic's basis, and a policy/administrative basis. (Read that as design policies, not game policy <G>). Overall, I can't really discuss anything further than Maelona did. But rest assured, there's still a secret project floating around that you all have yet to see :). I said in a post before, that you can expect a lot of change coming down the pike. Hopefully I do my job well enough that you wont notice most of it <GRINS>. Hopefully you'll see only the cool stuff that comes around as a result of them.
Regards,
Valdrik