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Aenigma
05-07-2007, 11:28 AM
These spells came from a thread on the general discussion, but I thought I'd copy them in the Magus forum too, just for conveniance

Magus
Abilities

Fling Red Fire
Action Points: 100
Range: 0-100 ft
Description: Deals moderate damage

Clinging Chaos
Action Points: 90
Range: 0-100 ft
Description: Snares target, reducing run speed by 20% for 6s

Dissolving Blast
Action Points: 130
Range: 0-100 ft
Description: Damages target over 10s, reduces their stats slightly

Invoke Orange Fire
Action Points: 90
Description: Your toughness/armour are increases by 20% for 12 seconds

Befuddling Green Fire
Action Points: 130
Range: 0-100 ft
Description: Damages target and Disoreients them for 6s, increasing buildup times on abilities by 1 second

Exhaustive Power
Action Points: 100
Description: For the next 9s you do 15% more damage, for the next (x) seconds afterwards deal 10% less

Aegis of Yellow Flame
Action Points: 130
Description: For the next 6s magical attacks against you do 'almost no' damage but instead restore some AP/HP

Ascendance
Action Points: 130
Description: Become virtually immune to melee damage for 8s

Surging Blue Fire
Action Points: 140
Range: 0-100 ft
Description: Damages your target and has a chance to hit 3 other targets near them

Devastating Indigo Fire
Action Points: 140
Range: 0-100 ft
Description: Damages your target and all other enemies within 20 feet of them

Warping Blast
Action Points: 130
Range: 0-100 ft
Description: Damages your target and disarms them, making them unable to use weapons for 3s

Despairing Black Fire
Action Points: 90
Range: 0-100 ft
Description: Ground Targeted AoE, damages all enemies within 50 feet of the spot you select

Morale
Violent Fire of Tzeentch
Range: 0-100 ft
Description: Target begins to burn, suffering high damage and reducing their resists by 60% for 9s

Power Vortex
Description: Damages all enemies within (x) feet of ou, and slighly restores your AP based on damage dealt

Tenacious Tendrils of Force
Range: 0-100 ft
Description: Target takes damage over (x) seconds, and is rooted, making them unable to move

Tzeentch's Spark
Range: 0-100 ft
Description: Shoots a bolt of lightning, damaging all enemies within 30ft of the target

Force Lance
Range: 0-60 ft
Description: Burst of power that damages enemies in a straight line in front of you.

Roiling Winds
Range: 0-100 ft
Description: Cloud surrounds the target for 9s, damaging all enemies within 25ft of them periodically

Plundering Power
Range: 0-100 ft
Description: Removed up to 2 beneficial effects from your enemy, and heals you for each one

Corrosive Grey Fire
Range: 0-100 ft
Description: Target begins to burn, suffering high damage over (x) seconds

Conduit of Chaos
Range: 0-100 ft
Description: AP costs of your abilities are reduced by 20% for 12s

Maelstrom
Range: 0-20 ft
Description: Damages all enemies within 20 feet of you, but momentarily stuns you

Tactics

Elusiveness
Tactic Slots: 4
Description: All snare effects are 20% less effective against you

Fury of Chaos
Tactic Slots: 2
Description: When hit in melee, there is a 25% chance that some damage will be dealt to your attacker

Erratic Movement
Tactic Slots: 3
Description: Chance to evade increased by 10%

Reckless Abandon
Tactic Slots: ?
Description: Whenever you kill a target, your next damage spell within 20s will do 15% more damage

Overextension
Tactic Slots: 3
Description: Increase spell range by 15%, but increase AP costs 15% as well

Distortion of Reality
Tactic Slots: 3
Description: Your damaging spells detaunt your target, reducing damage they deal to you by 10% for 6s and reducing hate

Assimilation of Energy
Tactic Slots: 3
Description: Any time you suffer magical damage, you regain 10% of the damage as AP

Changer of Ways
Tactic Slots: 3
Description: Green Fire will also Daze your target, reducing their stats by 5% for 6s

Conduit of Madness
Tactic Slots: 3
Description: Int and Tough are greatly increased, but willpower is slightly decreased

Protection Of Tzeentch
Tactic Slots: 3
Description: Orange Fire will also increase all of your resists by 20%

Spreading Flames
Tactic Slots: 3
Description: Red Fire will deal an additional 50% of it's damage to all enemies within 15ft of your target

Tide of Chaos
Tactic Slots: 3
Description: Your group's strength is greatly increased, but your willpower is slightly decreased

Unbearable Abhorrence
Tactic Slots: 4
Description: When hit in melee, there is a 5% chance that the attacker will lose 5 seconds worth of morale

Burst of Force
Tactic Slots: 4
Description: Red fire gains a 10% chance to cause a setback, increasing casting time by an additional 1s

dutch_gamer
05-07-2007, 01:16 PM
I really like the names of the spells. I am glad they are indeed based on the Lore of Tzeentch. I never truly understood why it was implied they would be using lightning instead of Fire. So I am glad they are indeed using the different colors of fire. I haven't been checking all of the colors, but so far Blue, Green and Indigo seem to be a lot like they are in the TT (Of course altered somewhat to fit an online game).

Gaazruk
05-07-2007, 01:33 PM
This info comes from Toronto Games Day right?

miber
05-07-2007, 01:36 PM
This info comes from Toronto Games Day right?Yes, and to be more precise, it comes courtesy of Belatucadros who wrote all that stuff down.

As for the spells, all of the different colors of fire confuse me a little, but I do like how they managed to translate the TT-spells into WAR.

Gaazruk
05-07-2007, 01:40 PM
I dont think these are all the spells they will be getting thou, I think someone was talking about there being more that they didnt get.

miber
05-07-2007, 01:43 PM
I dont think these are all the spells they will be getting thou, I think someone was talking about there being more that they didnt get.Oh, these certainly won't be all of them. And I'd imagine half of them probably won't be around by release - the rest probably changed in some manner. I'm pretty sure it's also just from a Tier 1 Magus - I'm sure there will be plenty of new abilities gained from tiers 2-4.

I'd just use it to give you a general idea of the sort of things the Magus will do.

Gaazruk
05-07-2007, 01:47 PM
Alright, but im definatly looking forward to playing this class, sitting on my warp-shark flinging fires of corruption at people, whats not to love?

parabola
05-07-2007, 01:59 PM
Naming sucks, but meh the class sounds fun

Gaazruk
05-07-2007, 02:04 PM
Well I thought about squigg herder until I saw the PvP video of them, they got butchered.

Monly
05-14-2007, 01:56 PM
Distortion of Reality
Tactic Slots: 3
Description: Your damaging spells detaunt your target, reducing damage they deal to you by 10% for 6s and reducing hate

Amazing tactic. Bright Wizards may need something similar.

Lord Semaj
05-14-2007, 05:34 PM
Abilities like Ascendance worry me. Are we talking about an instant fest like WoW where the important thing is whether or not your cooldowns are up? Certainly hope not.

And what's with the lack of Lightning?

Oasis
05-14-2007, 07:43 PM
ugh please no more wow reference. Also you'll be getting buff like spells too to support you along with other various spells, you get like 10 spells when you first play so cooldowns wont be a problem, besides as long as your helping fighting the cooldowns will go faster,your spells will take shorter, and they will be stronger

Varcan
05-14-2007, 10:36 PM
Abilities like Ascendance worry me. Are we talking about an instant fest like WoW where the important thing is whether or not your cooldowns are up? Certainly hope not.

And what's with the lack of Lightning?


I imagine the cooldown on a spell like Ascendance is it least 30sec, proly more like 1 min. It would just be way too powerful if it weren't on a cooldown. I'm not sure what else you'd be hoping for...? The only alternative being there's no cooldown and Magus are just permanently immune to melee dmg, and bias as I am, I think thats a tad unfair:rolleyes: , so cooldowns will be in.

And as far as the lightning goes, previous posters have stated that fire was just much more involved in the lore, and was the more sensible choice when it came to the main dmg dealing spells of the Magus.

Lord Semaj
05-15-2007, 11:03 AM
Yeah, that's nice. But they advertised lightning. I picked the class because of lightning. If I wanted to burn things, I'd be a Bright Wizard. As far as cooldowns, I'm not referring to that ability solely, just that if there are many of these kinds of cooldowns, it becomes another instant popping cooldown smashfest like WoW. Quite absurd.

Chilltouch
05-15-2007, 04:04 PM
Semaj. They've seen WoW. They've seen what people hate about it. They've seen how many people think it's just another "instant popping cooldown smashfest". They won't make the same mistake. Now stop it.

Oh, and by the way, read up on the lore when it comes to the Flames of Tzeentch. It's not the same as Bright Wizard fire.
Set a person's arm on fire with normal fire, it burns.
Set a person's arm of fire with Tzeentch fire, it becomes a nine-headed custard worm.

You won't be burning stuff as a Magus. You'll be mutating stuff. Oh, and by the way, lightning?

Tzeentch's Spark
Range: 0-100 ft
Description: Shoots a bolt of lightning, damaging all enemies within 30ft of the target

Be happy.

Lord Semaj
05-15-2007, 06:42 PM
Yes, happy with a morale ability as the all-encompassing mass of what was forecasted. I am quite familiar with the lore, however I am also familiar with what was originally described. Wish to drag out this occurence when I merely am miffed at lacking a property that I was awaiting? That is your right, but seldom for the best.

Pray you are not mistaken when the glory days arrive, for it is not the first time nor the last that things unfold askew to player's perceptions. There were quite a number of supporters for Vanguard, far outweighing the concerned few, during its beta boasting its greatness and downplaying its faults. Yet we now see where it has ended up.

Do not confuse my objectives on this matter. Even concern is too harsh a word, but more taking an interest in possible developments. Regardless, the final product is all I'll care for, though it is wise to carefully monitor its progress. I'd advise the same.

Belatucadros
05-18-2007, 06:20 AM
Oh, these certainly won't be all of them. And I'd imagine half of them probably won't be around by release - the rest probably changed in some manner. I'm pretty sure it's also just from a Tier 1 Magus - I'm sure there will be plenty of new abilities gained from tiers 2-4.

I'd just use it to give you a general idea of the sort of things the Magus will do.

Miber, since i know you like to stay on top of things, sorry I didn't notice this sooner...

These were found on a Tier1 magus, but you can browse the advances screen and see tiers 1-4. This is everything that's currently in-game. They just show as greyed out, but the delve is the same.

Also note for morale abilities: There is a larger icon, with the 5 versions (20% 40% etc) around it. In every case I just moused over the large icon, which I assume give you the low(20%) version of the delve. It could easily be 100% I guess, but some seem a bit weak for 100%.

Jesper
05-30-2007, 05:38 AM
mmm some of theese abilities just seem to be too good comboed:P

Aegis of Yellow Flame
Action Points: 130
Description: For the next 6s magical attacks against you do 'almost no' damage but instead restore some AP/HP
and/or
Ascendance
Action Points: 130
Description: Become virtually immune to melee damage for 8s
+
Violent Fire of Tzeentch
Range: 0-100 ft
Description: Target begins to burn, suffering high damage and reducing their resists by 60% for 9s

+ any nuke = ownage:D Just watch out for stuns/disables:P


Put in something like this
Exhaustive Power
Action Points: 100
Description: For the next 9s you do 15% more damage, for the next (x) seconds afterwards deal 10% less

And you have a truly "cooldown beast" like DAoc's Warlock i suppose. No way to defend himself against multiple enemies it seems...no root, no mezz, only a single target 20%snare.

High dps+no crowd control+caster(low hp? low ac?) = a bullseye on magus in every massive fight:P

Anyway, we need to know more about game mechanics...

Azrayne2.0
06-02-2007, 04:32 AM
mmm some of theese abilities just seem to be too good comboed:P

Aegis of Yellow Flame
Action Points: 130
Description: For the next 6s magical attacks against you do 'almost no' damage but instead restore some AP/HP
and/or
Ascendance
Action Points: 130
Description: Become virtually immune to melee damage for 8s
+
Violent Fire of Tzeentch
Range: 0-100 ft
Description: Target begins to burn, suffering high damage and reducing their resists by 60% for 9s

+ any nuke = ownage:D Just watch out for stuns/disables:P


Put in something like this
Exhaustive Power
Action Points: 100
Description: For the next 9s you do 15% more damage, for the next (x) seconds afterwards deal 10% less

And you have a truly "cooldown beast" like DAoc's Warlock i suppose. No way to defend himself against multiple enemies it seems...no root, no mezz, only a single target 20%snare.

High dps+no crowd control+caster(low hp? low ac?) = a bullseye on magus in every massive fight:P

Anyway, we need to know more about game mechanics...

It's a bit early to make statements like that, we'll need to see how it all plays out in-game first I think. Half of these abilities have probably been revamped since they where posted here anyway.

And there's always been a bullseye on casters in fights, they're too squishy for there not to be.

Gemini
06-02-2007, 07:37 PM
It's a bit early to make statements like that, we'll need to see how it all plays out in-game first I think. Half of these abilities have probably been revamped since they where posted here anyway.

And there's always been a bullseye on casters in fights, they're too squishy for there not to be.

I agree its too early to say anything about ability combos being too good, but I would say its also too early to assume casters will be the automatic first target. Sure, in almost all games like this, they are. But with tanks that actually work in pvp, and melee dps classes that get stronger as the fight goes on, I'm not sure this will be the case. Not saying it won't happen, but it looks like, to me, that Mythic is doing a very good job so far making it harder to choose for which class dies first. Take out the taunting, crowd-controlling black orc, the rampaging choppa, the zealot healing them while damaging you, or the magus blasting away with all sorts of sweet nuke spells?

Jesper
06-04-2007, 05:26 AM
well, that's quite true. At least damage dealers (iE: choppas) will be a priority target too, at least in melee parties. Something similar to what happened in daoc (can't kill the kiting, everlasting healer? Kill zerks and savages and you're done:D)

Hyperion
06-09-2007, 07:59 AM
Personally a Magus is one of the only classes They've announced that I wouldn't want to play, they just seem a bit ....well ....lack-lustre. While I'm not criticising Mythic, to my own personal taste buds it just looks like the Magus has an array of Care Bear rainbow fire spells.

That being said, reading some of this makes me realise that these guys are going to be a pain in the arse for my Hammerer, and yes you + Goblin shamans will be my first targets...always.

Jesper
06-09-2007, 08:09 AM
it just looks like the Magus has an array of Care Bear rainbow fire spells.

well...these are the names of the spells of TT game...

Azrayne2.0
06-09-2007, 08:12 AM
Honestly the whole aesthetic of the Magus doesn't appeal to me, more than anything. Which is a shame, because I like Chaos, and I like casters. But the whole 'look and feel' they're going for, combined with the whole disk thing, just doesn't work for me.

Lord Semaj
06-09-2007, 11:47 AM
That's fine, but this IS the look and feel of Magus in the tabletop game. For us who worship the Magus in pewter, the class is a perfect fit that is familiar and intriguing.

Jesper
06-10-2007, 01:46 AM
That's fine, but this IS the look and feel of Magus in the tabletop game. For us who worship the Magus in pewter, the class is a perfect fit that is familiar and intriguing.

well, apart that he won't be a chaos "chosen" with magus spell, yes:D