Null Mage incoming change

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Ben
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Null Mage incoming change

Postby Ben » Fri Oct 25, 2013 10:19 am

Attunement Period: instead of 6 months, you must now play at least one event after applying for this multi-class. How you roleplay will be considered when deciding whether the multi-class is approved.

Influence Sacrifice: The Null Mage may choose between 1 and 9 elements (i.e all of them) including elements they do not have access to. They may no longer cast spells from these elements. They may add further spheres to this list later but can never remove spheres from the list.

Denial/Absorption: may only be used on spells from the elements they have chosen above.

E.g. Monty the Nullmage chooses Water, Life and Light so he can no longer cast spells from these elements and these are the only ones he can deny/absorb. Therefore he cannot deny/absorb fire, death, shadow etc (Monty's an idiot).
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Re: Null Mage incoming change

Postby Dom » Fri Oct 25, 2013 11:11 am

Or a pvp loving vampire....
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Re: Null Mage incoming change

Postby Hatsuo1980 » Fri Oct 25, 2013 12:09 pm

Seems heavily in favour of life specialists...
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Re: Null Mage incoming change

Postby Ben » Fri Oct 25, 2013 12:26 pm

Seems heavily in favour of life specialists...


Is it?
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Re: Null Mage incoming change

Postby Ben » Fri Oct 25, 2013 12:31 pm

Been thinking about the above.

Basically if you can repair or heal (whether you're a life specialist or not) then you can effectively gain essence by getting hit by damaging spells and using absorb. This hasn't changed and is a feature of Absorb that can't really be fixed.

What this effectively does is give some more freedom (Celebrants no longer have to give up 3 out of 5 elements for exampls) and stops you from being able to absorb your own spells.
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Re: Null Mage incoming change

Postby Hatsuo1980 » Fri Oct 25, 2013 12:44 pm

In theory, it is favoured towards "non-offensive" mages.

Monsters primarily use Shadow, Death, Meta and Fire. Being able to absorb/deny the most commonly faced magic while being able to cast the spells you want seems an advantage that, say, a Hopeslayer wouldn't get.

I'm not saying it's bad or that I even care just that the change favours the above. I don't think the HoP population or the amount of people that would mc Null Mage would make it a problem.
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Re: Null Mage incoming change

Postby Ben » Fri Oct 25, 2013 12:50 pm

My feeling is that although a Life specialist could 'sacrifice' all other elements and then could Deny/Absorb anything offensive a Fire Specialist could buy Immunity to Fire, choose all non-Fire elements and do the same.

I guess this penalises non-specialists slightly as they wouldn't have access to Elemental Immunity. Probably good for High Elves too
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Re: Null Mage incoming change

Postby Stevie » Fri Oct 25, 2013 3:07 pm

Tears up multiclass.
Tears up.

New Multiclass
Tear Mage

All paper within line of sight is immediately torn, then torn again.

SCREW YOU PHIL P, NEVER AGAIN SHALL YOU STEAL PLOT.

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Re: Null Mage incoming change

Postby Ben » Fri Oct 25, 2013 3:48 pm

Can't pass that as we already passed this for Phil:

Tear Mage
Steals plot. Writes own plot with your tears.
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Re: Null Mage incoming change

Postby Phil.Priest » Fri Oct 25, 2013 4:25 pm

I approve of the change to Null Mage!

Its a significant boost, especially as most casters concentrate on one or two elements... its a fantastic defense which gets you some essence back (assuming you survive the initial spell hitting you...)

I may have to play Solace more.


PS: My mc was "Plot Whore" not Tear Mage :) Its working as intended.
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Re: Null Mage incoming change

Postby Luke » Fri Oct 25, 2013 7:32 pm

I don't understand how it is a boost?

Also I would like to maybe discuss the idea of removing the differentiation between denying spells at you and denying spells at others. I don't see how it makes much of a difference to the game other than discouraging team play. Thoughts?
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Re: Null Mage incoming change

Postby Stevie » Fri Oct 25, 2013 7:38 pm

Phil must have an alert set for whenever someone types "Plot" in a Pargon thread. You don't see him post for ages, then you type the word plot and he's instantly summoned. It's like a creepier Bloody Mary.

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Re: Null Mage incoming change

Postby Ben » Fri Oct 25, 2013 11:27 pm

Deny self can deny a bolt hitting you.
Deny within 40' can deny a bolt hitting someone else...or a storm from affecting lots of people.

I guess Storms are already priced highly so Denying a circle 5 storm would cost 40 essence, we could halve that to 20 essence but it feels a bit cheap: if a player used 20 essence to cast a storm, I don't think they'd be happy for it to be denied for the same price. Honestly not sure.

Also, if someone can deny (say) Touch of Death for the base cost, doesn't that steal a bit of a healer's thunder?
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Re: Null Mage incoming change

Postby Luke » Fri Oct 25, 2013 11:52 pm

So... how is that any different for when it's cast at you? Still steals thunder, still would feel cheap. I think it's fine, the null mage has spent time and skill on that ability, sure the death mages spell is denied, but maybe he used the 15 skill that the null mage had for multiclassing on something else, like snapcast or something. I don't know!

I just think that it seems a bit silly that for some reason its cheaper to deny stuff on yourself than on others. Spell is a spell.
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Re: Null Mage incoming change

Postby Ben » Sat Oct 26, 2013 12:19 pm

Range Ignite costs twice as much as Touch Ignite? Adding range to a spell makes it more expensive to cast would be the IC explanation.

As for game terms, I have no particular preference either way.
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