Post:The Big Post of Magic Techniques - 1/29/2011 - 19:30:12

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The Big Post of Magic Techniques · on 1/29/2011 7:30:12 PM 12692
For your edification and to elicit your feedback, what follows is the finalized list of magic techniques in the new system. The names and requirements are subject to change, but the number and function of the techniques are finalized.

All techniques cost one (1) spell slot to learn and a varying cost in coins for the instructor's time. All techniques require the Arcana skill and a relevant second skill. Some techniques require other techniques, much like spells. For this list, I will tell you what skills are required but will not reveal the exact rank requirement, because that will remain in flux until the very end. This will not be PAFO, however: we will release the exact rank requirements when the system goes live. To give you a sense of proportion, skill requirements will range from 40 (for very basic or niche techniques) to 500 (for the most play-changing).

Magic Primary and Secondary guilds start with some techniques for free, as part of their guild training. However, it is important to remember there is no such thing as a guild-restricted or guild-only technique: anyone can learn a technique if they can qualify and pay for it.

BARDS:
Raw Channeling

CLERICS:
Efficient Channeling, Augmentation Mastery

EMPATHS:
Injured Casting

MOON MAGES:
Recognize Patterns, Utility Mastery

NECROMANCERS:
Alternate Preparations

WARRIOR MAGES:
Faster Targeting, Targeted Mastery

And now, on with the show.

--

TECHNIQUES RELATED TO SPELL PREPARATION:

Alternate Preparations:
Allows the magician to learn up to two alternate spell preparations.
(Requires: Arcana, Stealth.)

Subtle Preparations:
Allows the magician to learn special spell preparations that are harder to spot.
(Requires: Alternate Preparations technique, Legerdemain technique, Arcana, Stealth.)

Recognize Patterns:
Gives the magician a chance to identify the preparation of spells he does not know.
(Requires: Arcana, Perception.)

Advanced * Recognition:
Increases the magician's chances of identifying a spell he does not know. There are five Advanced Recognition techniques, one for each realm (Advanced Holy Recognition, Advanced Lunar Recognition, etc.).
(Requires: Recognize Patterns technique, Arcana, Perception.)

Legerdemain:
Decreases the chance that the magician's preparations will be identified by others.
(Requires: Arcana, Stealth.)

Faster *:
Decreases the preparation time for spells. There are four Faster techniques, one for each kind of spell pattern (Faster Battle Preparations, Faster Matrices, Faster Rituals, and Faster Targeting).
(Requires: Arcana, Primary Magic.)

Focused Preparations:
Increases the length of time the magician may hold a fully prepared spell at the ready.
(Requires: Arcana, Scholarship.)

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TECHNIQUES RELATED TO SPELL CASTING:

Sorcerous Patterns:
Reduces the chance that the magician will trigger a sorcerous backfire.
(Requires: Cautious Casting technique, Magic Theorist technique, Arcana, Sorcery.)

* Mastery:
Increases the magician's effective skill in a particular application of magic. There are five Mastery techniques, one for each sub-skill of magic (Augmentation Mastery, Warding Mastery, etc.).
(Requires: Arcana, appropriate sub-skill.)

Improvised Rituals:
Allows the magician to use universal or realm-attuned ritual tools.
(Requires: Arcana, Primary Magic.)

Cautious Casting:
Reduces the chance that a backfired spell will injure the magician.
(Requires: Arcana, Primary Magic.)

Injured Casting:
Reduces the penalties for casting a spell while injured.
(Requires: Arcana, Primary Magic.)

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TECHNIQUES RELATED TO ATTUNEMENT:

CYCLIC-RELATED:

Deep Attunement:
Increases the amount of mana the magician can sense at any given location or time.
(Requires: Arcana, Attunement.)

Raw Channeling:
Allows the magician to power a Cyclic spell directly from his attunement.
(Requires: Arcana, Attunement.)

Efficient Channeling:
Reduces the cost of maintaining Cyclic spells.
(Requires: Arcana, Attunement.)

Efficient Harnessing:
Reduces the cost of holding mana.
(Requires: Arcana, Attunement.)

Cautious Harnessing:
Reduces the chance that held mana will injure the magician.
(Requires: Arcana, Attunement.)

--

TECHNIQUES RELATED TO SCROLLS:

Improved Memory:
Allows the magician to keep a second scroll spell temporarily memorized.
(Requires: Arcana, Scholarship.)

Magic Theorist:
Allows the magician to temporarily memorize scrolls spells from other realms.
(Requires: Arcana, Scholarship.)

-Armifer

This message was originally posted in Abilities, Skills and Magic (4) \ Magic - Suggestions, Discussions and Thoughts (16), by DR-ARMIFER on the play.net forums.