Magic v7 (out of date: see downloads for 7.3)

The place to talk about the rules of the system and to get any help with the making of characters etc.

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Will
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Re: Magic v7 (rules now active)

Postby Will » Thu Dec 26, 2013 11:43 pm

Well, the perks give it a lot more variety and depth :)
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Ben
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Re: Magic v7 (rules now active)

Postby Ben » Thu Dec 26, 2013 11:53 pm

At the moment you can choose as a specialist whether to get -1 essence cost from your specialist element and +1 to all others or no modifier to either.

I think this is a difficult choice.
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Re: Magic v7 (rules now active)

Postby Dom » Thu Dec 26, 2013 11:53 pm

Wasn't "to use specialist, you may not have another circle higher than your highest circle in specialist sphere." ?

If not.... Add it in?
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Re: Magic v7 (rules now active)

Postby Ben » Fri Dec 27, 2013 5:43 pm

Seems reasonable, just not sure whether it would ever happen.
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Re: Magic v7 (rules now active)

Postby Luke » Tue Dec 31, 2013 1:07 pm

Strong argument against:

I'm a light specialist and a fire mage. I learned five circles of fire magic in a week, it was easy as I am pretty academic. However I SPECIALISE in light magic, it takes me longer to learn, I only have 3 circles but gods I can do those spells well.

Just saying.
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Re: Magic v7 (rules now active)

Postby Luke » Tue Dec 31, 2013 1:15 pm

I often find that specialism is a bit of a trap. When you are 30 skill or under it's like you need it, all those little cantrips are juicy and it sort of makes your mana pool twice as large... sort of. Higher skill when you want more circles and more utility it begins to become a bit of a pain. The big spells in your specialist don't really matter as 1 essence out of 15 isn't really a big deal. But the small spells in your opposite hurt. It sounds specific but I've found that often I take specialist, love it and then massively regret it later.

Classic example, earth specialist with some light magic.

Early you only have earth, so you specialise and find that rockskin 1 for 2 essence is cool, as are the reductions to entangle and and shield of earth etc. When you get those 2/3 circles of light things change, suddenly your rockskin 5 is costing 14 essence instead of 15... your cantrips are still cool but that reduction isn't as necessary anymore. Unfortunately you are higher skill now and that fucking shadow elemental is messing with your crap, it's immune to everything, except light. So you shoot a lightbolt at it costing 3 essence!! You can do 3 bolts for that in earth!! Damn specialism got annoying.

I dunno it's a personal choice, I think as I play more I lean away from one element characters which is what puts me off specialism. As a mage I find it makes meta mentally expensive which in my head doesn't really fit...
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Re: Magic v7 (rules now active)

Postby Luke » Tue Dec 31, 2013 1:18 pm

Also I think hop has a really cool essence to effect curve. Specialism makes bolt and heal 3 optimal... sort of always found that crappy. It makes cantrips and small shields more efficient than big ones, makes the game less epic.

Even when I played a dedicated healer I never really went above heal 5 because it was a waste of power/time.
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