A New Perspective on the Mage class within Darkon

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Varnak_the_UnNamed
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A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-17

Goal
The purpose of this initiative is to:
1. Add diversity to the mage class,
2. Find common ground regarding the Fireball Area of Effect (AOE)
3. Balance some powers
This will be addressed by adding some new spells/spell variants, adjusting the rank necessary to obtain some spells, and the introduction of minor revisions.
Proposed Solutions

New Rules
Casting Multi-ball Spells: New mage spells have introduced a multi-spell ball option. This rule is designed to clarify what is and is not acceptable within Darkon. A caster who invokes a spell that has the Multi-ball rule has the option to throw up to all the spell balls at the same time or throw them sequentially. The spell requires an invocation line in the same way as all other spells, however if the spell balls are not thrown at the same time, then the caster must announce the name of the spell prior to throwing. In addition, the caster is affected by all rules regarding “holding a spell” until the last spell ball is thrown. This includes disruption from an attack, the remaining unspent spell balls will target the caster and each one is considered independent when considering a “Protection from <element>” spell.
For example, a mage casts Chain Lightning, invokes the spell “I <player name> invoke Chain Lightning, and throws one of the three spell balls. The caster decides to throw the spell balls sequentially. On the next throw the caster yells “Chain Lightning” and throws the spell ball. Before the last ball is thrown the caster is struck and his spell is disrupted. The caster is targeted by the remaining spell ball, Lightning Bolt, and takes the appropriate damage. If the caster had two spell balls left and was struck the caster would suffer the effects of two Lightning Bolts, etc. A protection from Lightning spell would only protect the caster from the effects of one of the spells.

New Spells or Variations
Frost Spike
Rank: 1
Length: 150 words
Range: Throwing distance
Cost: 1 sp (special)
Duration: 24 hours
Area of Effect: Single Target(s)
Material Component: Javelin with Blue head and White shaft
Description: This spell allows the Mage to call forth a spike of ice, which causes white damage upon impact and does Ice damage to creatures affected by damage specific types. The Mage can cast 1 Frost Spike for every 2 ranks, rounded down, to a max of 3 Frost Spikes.
For example a 5th rank Mage could cast 2 Frost Spikes. The cost of this spell is equal to the number of bolts summoned, i.e. 1-3 pts.
Frost Spikes may be activated and deactivated at the Mage’s discretion and my only be used by the caster. Frost Spikes can be dispelled with Dispel Magic and cannot be repaired via Mending. This spell lasts for 24 hours, regardless of the Mage’s death.
Reason for Change/Addition: Unlike the traditional Mage in a fantasy setting, Darkon Mages are basically magic fighters. This is because the benefit of casting a range spell is significantly reduced by being immobile. Where in this is used to balance the potency of higher level magic, it inhibits low level casters. It has been my experience that other than Burning Hands, Fireball is the only offensive spell cast.
In smaller countries/groups with newer players it is often not an option to be guarded. This ability would allow mages to cast a very weak offensive spell but move around, thereby allowing them more participation.
Is it balanced: The damage of the spell, a single white, is the least powerful missile in the game of Darkon. As a Mage levels up, he is given the opportunity to cast more than one, up to a maximum of 3.
Lastly the addition of this spell keeps with the precedent of no more than one offensive spell per rank.
What will it add to the game: A low level ranged attack that allows the Mage player to engage in melee, move around, and more fully participate in the game. It also reinforces the “wielder of arcane powers” aspect of a Mage, and adds diversity to the spell list.
How could it negatively impact the game: NA

Protection from Fire (change rank)
Rank: 6
Length: No Change
Range: No Change
Cost: No Change
Duration: No Change
Area of Effect: No Change
Material Component: No Change
Description: No Change
Reason for Change/Addition: With the addition of Flame Bolt at rank 7, and in keeping with the pattern of Protection spells being offered one rank before their counterpart, this spell was reduced in rank by one.
Is it balanced: The Protection from Fire spell is unchanged aside from offering it one rank earlier. In keeping with the protection spells being offered before the major offensives of the same damage type it should have no major impact.
What will it add to the game: No major change aside from what has been stated earlier.
How could it negatively impact the game: N/A

Flame Bolt
Rank: 7
Length: 325 words (current fireball word length)
Range: Throwing distance
Cost: 1 sp
Duration: Instant
Area of Effect: Single Target
Material Component: Red spell ball
Description: This spell allows the Mage to throw a single bolt of flame. When cast, the Mage throws a red spell ball at the target and, upon impact, the Flame Bolt engulfs the target, destroying any wooden weapons, shields, gates, siege weapons, and/or creatures hit by the spell ball.
Any creature with a set number of hit points struck by, or in the radius of a Fireball, will take two hits of damage; however this may be altered by the Elder of the event.
Reason for Change/Addition: The addition of this spell, in conjunction with increasing the rank of Fireball, is to address the concerns over the over powerful nature of Fireball’s Area of Effect.
Is it balanced: Flame Bolt is exactly that same as the Fireball spell with three differences, it is offered one rank earlier; it has no AOE, and is 25 words less, which is in keeping with the word count pattern already established.
What will it add to the game: The Flame Bolt spell will fill the niche left by moving Fireball back to rank 9 and to add spell diversity.
How could it negatively impact the game: N/A

Chain Lightning
Rank: 8
Length: 300 words
Range: Throwing distance
Cost: 2 sp
Duration: Instant
Area of Effect: Single Target(s)
Material Component: Three blue spell balls
Description: This spell operates exactly like the lightning bolt spell except the caster may throw up to three spell balls. Once invocation has been said the caster may throw all the spell balls at one time or hold them. While the caster holds the spell balls he cannot move or speak just as with any other spell. In addition if the spell balls are not thrown at the same time or shortly their after the invocation line must be said again.
Reason for Change/Addition: To add variety to the offensive list and to add a level of strategy regarding the types of protection spells placed.
Is it balanced: Chain Lightning operates exactly like the existing Lightning Bolt spell with a few differences. First the Mage can throw up to 3 spell balls. Second the word count is doubled to 300. Thirdly the cost of the spell is 2 spell points. This spell will take the rank 8 slot left by the move of Fireball to rank 9, and provides an alternative to simple making an AOE lightning bolt.
In essence a Mage is casting three Lightning Bolts for the cost and word count of two. To balance this see the new rule “Casting Multi-ball Spells”
What will it add to the game: Spell diversity, without adding an AOE.
How could it negatively impact the game: N/A

Fire Storm (Fireball becomes Fire Storm)
Rank: 9
Length: 650
Range: No change
Cost: 2 sp
Duration: No change
Area of Effect: Single Target(s)
Material Component: Three red spell balls
Description: This spell operates exactly as Flame Bolt except the caster may throw up to three spell balls. Once invocation has been said the caster may throw all the spell balls at one time or hold them. While the caster holds the spell balls he cannot move or speak just as with any other spell. In addition if the spell balls are not thrown at the same time or shortly their after the invocation line must be said again. See new rule “Casting Multi-ball Spells”.
Reason for Change/Addition: Fire Storm is based on the existing Fireball spell. To replace the AOE of the existing Fireball, Firestorm uses a mutli-ball solution. This simplifies combat situations as a player need only see that they are hit, instead of attempting to determine if they are in the AOE.
Is it balanced: The first change to this spell, other than its name, is to change it from rank 8 to rank 9. The second change is the increase of length from 325 words to 650 words. The third change is to increase to 2 spell points.
In essence a Mage is casting three Flame Bolts for the cost and word count of two. To balance this see the new rule “Casting Multi-ball Spells”.
What will it add to the game: The change is meant to bring the current spell into balance with its destructive power, and speed up game play by removing the AOE effect of Fireball.
How could it negatively impact the game: Other offensive spells have been added to address the move/change, therefore Mage players are not left with less options, while at the same time addressing game balance. The potential gain in offense is offset by the new rule “Casting Multi-ball Spells”.

Arcane Armor (Replaces Steelskin)
Rank: 10
Length: No change
Range: No change
Cost: No change
Duration: No change
Area of Effect: No change
Material Component: No change
Description: This spell allows the Mage to absorb all physical and magical damage, except green damage, from one attack and will absorb the first disrupted damaging spell from affecting the caster. A Mage may only have one Arcane Armor spell in effect at any given time and Arcane Armor may not be used in conjunction with Stoneskin. When the attack is absorbed, the headband must be removed. Arcane Armor may be used in conjunction with the Bracers of Defense; in this situation, any attacks absorbed are first deducted from the Bracers of Defense and then from the caster's Arcane Armor. Arcane Armor may not be pouched.
Except during Adventures, this spell may be cast once per day and will recharge automatically (just as normal armor does) in Hades,
or upon the call of "Lay On" at the start of a battle. Recasting this spell at any other time will cost additional spell points.
Is it balanced: This change from Steelskin, absorbs one less attack, reducing its effectiveness.
What will it add to the game: Arcane Armor is more in line with a classic mage.
How could it negatively impact the game: While reducing the effectiveness of Steelskin and the ability of a mage to fight in combat, it does reduce the effect of the first disrupted multi-ball spell.

Spell Rank Chart
Offensive Spells - Red
Defensive Spells – Blue
Changes - Highlighted


Original Chart:
http://chednasad.no-ip.org/tmp/original_wizz_spells.png

Proposed Chart:
http://chednasad.no-ip.org/tmp/proposed_wizz_spells.png

The original rank structure has a number of patterns:
1. No more than 1 offensive spell per rank
2. Offensive spells gain damage or the ability to neutralize an opponent per rank
3. All protection spells are provided one rank before their offensive counterpart
To this end, the pattern has been kept within the proposed changes

Addressed Concerns
1. Add diversity to the mage class:
Over the years of playing Darkon, as both a Mage and other classes, I have observed that Mages rarely cast any offensive magic until they attain Fireball. Occasionally you will see burning hands, but that is rather one off. To counter this trend I have added a number of offensive spells: Force Bolt, Flame Bolt, and Chain Lightning. Force Bolt does white damage with no especially offensive capabilities, Flame Bolt is used to address the displacement of Fireball/AOE issues, and Chain Lightning is a higher level version of lightning bolt. With these additional options it will be harder for Mages to know which Protection spells to put in place and will more tactics to come into play.
2. Find common ground regarding the Fireball AOE:
One of the number one complaints against the Fireball spell is the AOE, which is very powerful. In order to address this; the Fireball spell is moved back to rank 9. This serves two purposes, one it delays the acquisition of the Fireball, and two it reduces the total word reduction.
3. Balance some powers
In addition to the change to Fireball, a new spell Fire Bolt is added at rank 7, which previously had no offensive spells, and is similar to the Fireball but has no AOE.

Conclusion
In conclusion it is my hope that Darkon will see the benefits of adjusting the current Mage spells, add a new level of gameplay, reinvigorate older Mages, and address the loud concerns of the Darkon community on the nature of magic within our game.

PDF version
http://chednasad.no-ip.org/tmp/Darkon_Mage_A_New_Perspective.pdf
Last edited by Varnak_the_UnNamed on 2013-12-21, edited 3 times in total.
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Re: A New Perspective on the Mage class within Darkon

Post by Lord Valfryn » 2013-12-17

Changing the level of a spell does not solve the clumsy mechanic that is AOE.

Having spell balls (albeit with a stripe on them) that are red being tossed around will still cause more confusion than anything (which is the same reason why I think AOE is a * mechanic).

The DD spells are cool, though the only thing that I don't like is having mages being five-ball "back hunters". This would become sickening in the summer time. CB wears their armor year around, so you're not going to kill too many of us with this, but I can see a lot of summer armorless players not enjoying this too much. Being able to run and gun with five spell balls is gross against light armored people. Step one, make a five tubed bandolier, step two run around a flank step three hit unarmored players in the face/head/back. That's the other thing- face legal. Another spot that white damage can one shot most players, year around.

Maybe a single throw 3' javelin that's white damage? sure. And the mage can throw HIS mage jav as much as he wants and run around with it at the expense of his spells. That will take the "head shot" off the market, and still gives some "runaround" play for lowbies. I'm not comfortable with a mobile 5 baller.
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Re: A New Perspective on the Mage class within Darkon

Post by Gor Bloodclaw » 2013-12-17

I would love to see Mages lose their headbands if they want to cast AoE fireballs. As for the spells, i don't see a need for it. Mages get Magic Missile early, they just don't use it. Maybe lowering the count and allowing it to be memorize would work.
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Re: A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-17

Sorry Force bolt should read 3 balls now, and it would be cast spell, now run and gun, evoke with each ball, cast anything after and you lose it. Ill update the doc and post. Also, addressing your comment on spell balls being thrown at the back. No one feels them, as a Mage I don't even try, its a waste of spell points. Spell balls have to be seen for them to be effective.
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Re: A New Perspective on the Mage class within Darkon

Post by Tsukebe » 2013-12-18

Disclaimer: I'm a mage most of the time, despite owing full plate and a tower shield.

FIRST: We need NO new spellball spells. The game is fine with the number of spellballs flying about already. Adding more spellballs would only slow battles and generate flusteration, especially if they are differentiated only by a stripe, instead of by color.

SECOND: Multipul spell balls are a terrible idea. It gets hard to police, difficult to carry, and cumbersome to actually use. It is an idea that has been hashed over ten thousand times, and always falls flat, based on the fact that there are very few ways to effectively use it.

THIRD: You can still get 50% reduction on a 9th level spell.

Just my opinion, but I don't think this will go over well since this in, in effect, only a power boost to mages overall.
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Re: A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-18

First: Damage types right now are Fire all day every day every time. Two mages in Ched Nasad can cape all of our dudes (25) for the crown war and now enemy mages are basically nerfed. Adding spells that do different damage types require you to think ahead on what you are protecting against and what you are going to use.

Second: The multiple spell balls vs AOE is an age old debate. One that can be decided by Senate when and if this gets there. I have no issues going either way on that one.

Third: Yes you can get 50% reduction, that is why I increased the word count on Fireball so that even with max reduction it is still more than it is now.

I would like to note that I do not expect this whole thing to pass. I am willing to make changes and sacrifice some things in order to get others through. Comprise is the essence right?
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Re: A New Perspective on the Mage class within Darkon

Post by Kai Firebrand » 2013-12-18

I agree with many things said in this thread so far; mostly that mages need a re-balance and diversity.

I agree with Murphy that the run and gun style is not the way to have such a spell for several reasons mentioned. Not only is face a legal target, but so are hands and feet; two locations you cannot even wear heavy armor. People are using magic missile to target minimal armor locations already but the balance is you cannot move much when holding the charge. I like the javelin idea presented, perhaps something similar to magic shield where you spend a point to create it and can throw it during the day...

2 things said go hand in hand with me though vastly different on paper:
Mages are fighting spell casters ( the fact they have one of the strongest defensive spells (steel skin) and have access to the most damaging weapon type in the game ( red damage ); and mages need versatility. Fire being the most prevalent offensive spell type makes choosing protections simple.

versatility is a straight buff if given to any class, While I would like to see more versatility in spells I think many people play mages vastly different from each other. I would prefer to see versatility in play style and spells. Mages have many active/passive spells and buffs as well as offensive thrown spells and while some members play blaster style mages, other like the combat style with a spell ball once in a while. Its been brought up before the removal of the spell point system and replacing it with a "charge" style system where mages can either have combat buffs active, or throwing of highly offensive magics. While it is an even larger overhaul ( entire system than just a class re-balance ), it is something to consider.

AoE is a clumsy mechanic and always causes issues, as does any mechanic that slows/stops combat mid swings, or has the "you're in range/No i'm not" arguments.
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Re: A New Perspective on the Mage class within Darkon

Post by Amazing_Iltztafein » 2013-12-18

Varnak_the_UnNamed wrote:Second: The multiple spell balls vs AOE is an age old debate. One that can be decided by Senate when and if this gets there. I have no issues going either way on that one.

The biggest problem I've always seen with this is that it negates fire protection capes. Even if you have to throw them at the same time, one is hitting the target first. The cape is then gone and the next kills that person.

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Re: A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-18

That is an interesting point on multi-ball vs AOE, one that I hadnt considered. Though if mages are no longer only using firebased damage then prot fire will no longer be the one protection you cast so effectively it might not be an issue. Again I am either way on that one. I dont think it will add or detract from spell diveristy and making the mage class more interesting/tactical.
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Re: A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-18

I brought up the Javelin idea for the material component of Force Bolt on the DOFB page. I have changed the proposal to take into account the discussions on that page. It is now Javelin based, with modified colors for identification, it is ice based to for symetry of spell dmg types across all the spells, and it is now 24 hours duration, and not affected by casting afterwards. Thank you Sir Kai and Sir Valfryn for making the suggestion.
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Re: A New Perspective on the Mage class within Darkon

Post by Sir Tyriel Firebrand » 2013-12-18

I would be down with the "sustained vs not sustained" system cormac came up with years ago. Its the best idea to get magic balanced in my opinion. I like the idea of the magic missle javelin you can cast and throw it all day kind of thing though.
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Re: A New Perspective on the Mage class within Darkon

Post by shroom2021 » 2013-12-19

The problem I see with removing the AOE mechanic from fireball is that we would have to address seige weapons as well.

I could see replacing AOE with multiple spell balls. I see that as an even switch.

Currently a mage using Fireball has the capability to remove at most maybe 9 people from a fight. The person who was hit, and say the 8 people immediately surrounding him/her, which is rare. Usually I see a fireball taking anywhere between 1 and 4 people per throw. For the fireball spell, allowing the mages to use three spell balls at once would allow them to kill/maim 3 people per cast max. This reduces their maximum killing efficiency, but raises their chances to hit their max on each cast.

Siege engines are trickier. If they are lobbing multiple siege balls, they are less likely to be able to concentrate their fire and do the same damage as they do now. We could possibly allow a siege weapon to lob up to 10? siege balls at once, which I believe would allow them to continue to be powerfull.

Ballistae are a different story all together. I don't think it would be safe to have a ballistae fireing multiple javs at once in a shotgun spread. Some of the ballistae already hit like a tone of bricks, but are relatively safe because you can see them and brace for them. I have been struck once by a ballistae that I didn't see coming and it quite literally knocked me off my feet. I was running an off balance at the time, but it was still a hell of a hit I wouldn't want to have rung on my skull.

Also AOE as a whole doesn't seem to be totally broken. When it works it works well. When it breaks, it breaks hard.

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Re: A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-19

I am not really for or against AOE or the Multi-ball approach, nor am I for or against the sp & lvls vs sustained spells & no levels. My goal is to add some tactical diversity to the mage abilities. Right now mages are boring, its fireball or nothing with a few adventure spells that are utility, and the self buffs. I would like to see it that other damage types are an option and that some thought has to go into what spells you are preparing and what protections you have cast. Either of those previously mentioned topics seem to have a substantial group that either loves or hates them. I dont see either of them being solved in the near future and I am definitely not trying to tackle them in this proposal. I did touch on the AOE function of fireball and based on its total lethality I felt that it required an increase in level and word count. It was my hope that with those added, we would find a happy medium. Based on the comments though it seemed to not affect either group. So it is what it is I guess.
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Re: A New Perspective on the Mage class within Darkon

Post by Ogre Solaris » 2013-12-19

Here's an idea I've kicked around in my head for a day after reading this. Do with it what you will, I know it's flawed but maybe someone can refine it to something workable.

To enhance a mage's versatility and make use of the various protection spells we currently have, how about instead of specific damage spells, like fireball, magic missile, lightning bolt, and the non damage, energy type specific ones like ice storm, we have a few generic, non-specific attack spells and let the mage "flavor" them the way he/she wants?

Have a magic bolt spell (magic missile) that can be changed at certain levels to do specific damage types. Then have one later that binds a person (hold person) but can be changed at higher levels to be fire cage, ice storm, lightning cage, etc. (to replace our current ice storm). Then one that blows up and can be fireball, ball lightning, ice burst, etc.

These effects could have bonuses, like using ice damage for the hold person spell would make them immune to everything but fireballs like icestorm currently does, fireball would kill on contact where the others could be a mortal to the target and everyone in 3', etc. Of course, we could even add to the spell point cost for the "original" effect of fireball and ice storm, making them cost more but doing slightly better stuff.

You would use the same color spell balls to represent the effect, not the spell itself, invocation lines would be altered based on the effect desired, gives mages on the fly ability to change their damage types if needed, and makes protection spells more meaningful. If I put on a Pro ice cape there's a better change someone will be packing white spell balls if they are given a reason and way to use them more often.

I do see an issue with red, blue, black, or white balls being tossed around and people not knowing what they mean. That's the major flaw to it. Is it fireball or just a magic missile made of fire, or maybe I'm being held in place by flames? That would rely on invocation lines being read very loudly and everyone being able to hear and understand them. Aside from that I don't know of anything else wrong with it.

As it stands we have one ice spell that does no damage, 2 fire (one is a touch attack), one lightning, one magic missile with no special damage type, and various effect spells. With this we would be able to have 3 or more (if you add more) spells that can be of any damage type without having to add specific spells like the ice javelin thing, flame strike, etc.

Like I said, not perfect but something to think about and discuss. Or not. Just wanted to add my 2 cents.

Oh, and the sustained magic that was discussed a year or two (or three?) ago was awesome, would definitely be worth revisiting if there is a magic overhaul to be done.
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Re: A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-19

I have been thinking about the Meta-magic aspect as well, not to mention that someone just recently had some suggestions along those lines. I think the biggest problem is simplicity. The colors of the balls would be fine with damage/spell effects but if you wanted to say entangle with fire, it would be to hard for a player to figure that out in a melee. Im still thinking about it though, perhaps it could have a limited aspect in adventures. I really want to see players use more than just fire, and I think we need to look at the npc monsters and see what dmg types would do there, again without making it to complex. That's the major game changer when looking at it from say a D&D style to a actual combat style.
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Re: A New Perspective on the Mage class within Darkon

Post by Lord Valfryn » 2013-12-20

Say for example, you have:
Hands, Bolt,Blast and Wall

each spell can be muted to an element however the mage wants. It does the EXACT same thing no matter what except for the "adventure rule" that it is trying to evoke.

I would like a "wall spell": like sanctuary, but the wizard puts up an elemental wall based on their * WIZARD STAFF position. "YOU SHALL NOT PASS!!!!"
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Lord Valfryn
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Re: A New Perspective on the Mage class within Darkon

Post by Lord Valfryn » 2013-12-20

So pretty much, it will always do the same * to a player... but to a fire dinkus you may want to use Ice against it, etc
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Inox
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Re: A New Perspective on the Mage class within Darkon

Post by Inox » 2013-12-21

Yeah, I am a big fan of things that add flavor without other players needing to recognize special effects in the middle of a big fight.

If you *are* a fire dinkus NPC, you have already been briefed on your special vulnerabilities, immunities, hits, etc.

However, as long as various types of elemental (or whatever) hits are all the same to players on the field, there's no reason Mages can't have a full spectrum of damage types to choose from.
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Re: A New Perspective on the Mage class within Darkon

Post by Gor Bloodclaw » 2013-12-21

Shield breaking with the ice javelin would be nice and i don't think it would be overpowering
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Re: A New Perspective on the Mage class within Darkon

Post by fingers630 » 2013-12-21

Any of these line item or is it all or nothing? Id vote it down based on arcane armor which is a * replacement for steelskin.
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Re: A New Perspective on the Mage class within Darkon

Post by Lord Valfryn » 2013-12-23

coupled with the cormac's leather armor and big shield, lose Steele skin, I'm down
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Re: A New Perspective on the Mage class within Darkon

Post by Sir Tyriel Firebrand » 2013-12-23

If cormac could post a link to his previous proposal, we could maybe hash it out. Serge might even have some ideas to add to it.
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Re: A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-23

My plan is to line item as follows:

Line 1:
- Frost Bolt
Line 2:
- Chain Lightning
Line 3:
- Flame Bolt
- Prot Fire
- Fire Storm (yes I stole the name but it makes sense and its cool)
Line 4:
- Multi-ball Rule
Line 5:
- Arcane Armor (Yes it is a nerf considering you lose one hit, but if/when the multi-ball rule goes into effect, and you get disrupted, you are going to have a bad day. Regular Prot Element will only protect you from one spell ball (under the multi-ball rules) so Arcane Armor is the only thing that will save you from say a miscast Fire Storm.))
------------------------
I would be happy to look at any proposals.
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fingers630
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Re: A New Perspective on the Mage class within Darkon

Post by fingers630 » 2013-12-24

Ive been disrupted once, in 20 years, so Im not that scared of it ;)
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Re: A New Perspective on the Mage class within Darkon

Post by Varnak_the_UnNamed » 2013-12-24

Damn, I need to learn how to mage apparently. To be fair I never cast a spell till this year, my mage was kinda like a "man I bet my country could use a mage at some point, guess I will check in as a mage while we are redoing this rulebook in senate" kinda thing.

This year I have been disrupted more than a few times, all on scenarios or wars. I have never died to an arrow as a mage (two hits and all) but I did explode a few times in a firey doom.
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Eclesiarch of Slaa-eth
Keeper of Asylym Male'Volus
The Oathbreaker
Bearer of the Seed
The Lost Prince
Fang of Shub-Rath
Scourge of Ctelotho
Wielder of Y'Drasooth, the ancestral Holy Weapon of the Lost

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