Post:Tentative Magic 3.0 Spell List - 9/19/2010 - 12:43:22
Tentative Magic 3.0 Spell List · on 9/19/2010 12:43:22 PM | 62 |
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In the spirit of advanced notice, and because we want some player feedback on something this large, Necromancers are getting to be the second to have their Magic 3.0 tentative spell list posted.
A couple rules for the discussion: #1) Constructive criticism. I'm going to ask the Mods to be a bit harsher than usual on posts that are just 'this sucks!' without offering any sort of positive feedback. If you think something is bad, it's fine to say so, just try to politely explain reasoning. #2) Don't yell at each other. #3) Slot cost is not part of this discussion, but spells no longer have to be created equal. Therefore not all of the spells on this list cost the same amount of slots to learn. We're not going to be answering questions about it, but if a spell seems to have less (or more) effects, it may cost less (or more) spell slots. #4) If an effect is on a spell, it will be at capped strength for your guild. What this means is that if the skill or stat it boosts is considered to be in your 'sphere of influence' it will produce a maximized boost. If it is not it will produce a somewhat smaller boost. #5) Stacking boosts of the same type is strictly disallowed. If you have for example an evasion booster, then said evasion booster is as powerful as the guild is allowed to get and you won't be allowed to have a second evasion booster somewhere else. #6) Prerequisites are not listed, but they won't be the same. We haven't even begun to look at that yet. Okay, I think that's enough advance rules, let's get on with the list. Opening notes: I will list spells as Introductory, Basic, Advanced, and Esoteric. These are in order of difficulty to cast, but their power levels are not expressly different. What one is, is simply based on what the spell does. Niftier effects go to the harder side, whereas simple skill buffs tend towards the easier side. I will also list spells as Augmentation, Debilitation, Targeted, Warding, or Utility. This is the new Magic skill it will use along with PM. If you're confused by this or the above, you may want to go find previous GM posts on Magic 3.0 because I don't want to type it all again. In general there's less change here in Necrolund. -- Animation -- Call from Beyond: Necrotic Reconstruction: Reverse Putrefaction: Quicken the Earth: -- Blood Magic -- Blood Burst: Heighten Pain: Siphon Vitality: -- Corruption -- Visions of Darkness: Petrifying Visions: Eyes of the Blind: Obfuscation: Rite of Contrition: -- Synthetic Creation -- Acid Splash: Vivisection: Viscous Solution: Universal Solvent: NEW SPELL: -- Transcendental Necromancy -- NEW SPELL: Butcher's Eye: Philosopher's Preservation: Kura-Silma: Calcified Hide: Consume Flesh: Worm's Mist: Spiteful Rebirth: -Z | |
This message was originally posted in The Necromancers (26) \ Game Master and Official Announcements (1), by DR-ZEYURN on the play.net forums. |