View Full Version : Eight Winds of Magic
So the AM is supposed to be master of all eight winds, right? I would really like to see spells of all eight types at our disposal, so here's what I was thinking
Light Magic: Flash of light- melee range-staff flashes brightly disorenting target for 5 seconds. Any damage will awaken them from this state.
Gold Magic: Vaul's Unmaking-Target is disarmed for 10 seconds
Jade Magic: Nature's Balance- Drians life from a target into party member with lowest life. Target must have more life than recipient.
Celestial Magic: Wrath of Heavens-Calls down starfire onto target
Grey Magic: Teleport-Teleports the mage from one place to another
Amber Magic: Stave of stone-AM's staff become encrusted with stone, making better at blocking incoming attacks
Amythist Magic: Mindblast-Drains target's magic and does damage based on health drained
Bright Magic: Rise of the Phoenix-Brings a target back to life.
Spiky Yellowteef
12-18-2007, 05:26 PM
This my comments and suggestions for the list you made about the eight lores of magic. Also don't forget that we also have High Magic, which can do more thĂngs than the eight lores together.
Jade Magic: Nature's Balance- Drians life from a target into party member with lowest life. Target must have more life than recipient.
This fits to be Amethyst as it those that balances life and death. Jade would be either a heal, res or something along roots coming up from the ground rooting you.
Celestial Magic: Wrath of Heavens-Calls down starfire onto target
You mean lightning? Would also like to see some portent doing so target ally has +X% chance to land a critical hit.
Amber Magic: Stave of stone-AM's staff become encrusted with stone, making better at blocking incoming attacks
Amber is the lore of beasts, so what does stones have with beasts? More fitting would be a skill giving target ally X morale points or seconds, reference to he Oxen Stands, or my favorite the Bears Anger increasing target ally's strength.
Amythist Magic: Mindblast-Drains target's magic and does damage based on health drained
Doesn't fit in Amethyst. Replace this with the one you suggested for Jade or some spell that remove X seconds or points of morale, Doom and Darkness?
Bright Magic: Rise of the Phoenix-Brings a target back to life.
Fits more in Jade. Why not the classic Fireball?
Crunchie
12-18-2007, 05:35 PM
It'd be great if there was a teleport spell. I'v been playing Diablo II again recently, Sorceress being my fave because of teleport =)
Might be a bit hard to kill an Archmage if they had teleport though. Unless it had a significant cooldown, wasn't instant or has mana cost etc.
.. Or maybe you're refering to teleport as a long distance travel spell, from like one town to another ?
Ooh, you're right. I don't really know any lore, I just looked up the eight winds and posted my thoughts. Definatlely overlooked the amber=beasts thing. Only thought on bright magic was that BW would whine a lot if we have offensive based fire magic so I thought maybe healing would be the way to go there.
Edit: What I'd like to see from teleport is a spell usable in combat for short-medium range travel. I personally would like to see maybe a 3 second cast time and no cooldown. This way a mage can't just get out of melee free, but perhaps if combined with a stun or disorient (i.e. flash of light) then they could cast it and get away.
Nordug
12-18-2007, 05:58 PM
a spell usable in combat for short-medium range travel. I personally would like to see maybe a 3 second cast time and no cooldown.
In that case he definately should only move a short range (less than 3 sec away to be precise)or you could stun+tele+tele+tele+you get the idea. Nah definately a cooldown in my oppinion.
My thought was a cooldown on the stunning ability as the limiting factor, to prevent chain escapes. I think this could allow the range to be significant, and allow for chain teleporting as a way to quickly get across a battlefield. If this is too OP though, I suppose a very short range or cooldown could be implemented to fix it.
Ceandric
12-21-2007, 03:47 AM
Gold Magic: Vaul's Unmaking-Target is disarmed for 10 seconds
Vaul's Unmaking is a High Magic spell imho. It can't be put into any of the winds. The entire point of high magic is that the mage channels energy from all eight lores simultaneously in order to cast their spells.
Dagoth
12-21-2007, 05:23 AM
Why divide Archmage spells in lores? The whole point of high magic is that it´s not taking spells from several lores (that´s what slanns do), each high magic spell uses all winds to create a completely different set of effects from those of the lores.
You don´t want Archmages throwing fireballs, do you?
Fdzzaigl
12-23-2007, 03:04 PM
Teleport spell hmm? Hope they could make another blink then, like the mage in wow, something that annoys the hell out of every1. And on occasion, teleports u backwards (into the enemy)/ through walls / through the floor of the game (waahhhh!!!) etc...
wellsy
12-24-2007, 01:36 AM
I don't think that the High Elves would be so unpredictable with their spells. We're too perfect for that. :rolleyes:
Dastion
12-30-2007, 10:25 AM
I think mythic was just trying to describe high magic in a way that related to the other schools and people assumed that meant they used each lore seperately. Being "masters of all winds" means they combine all the winds into something pure, not so much that they pick and choose which they will use.
GrandOne
01-02-2008, 08:55 AM
I think mythic was just trying to describe high magic in a way that related to the other schools and people assumed that meant they used each lore seperately. Being "masters of all winds" means they combine all the winds into something pure, not so much that they pick and choose which they will use.
That's pretty much it
Morelius
03-04-2008, 09:46 PM
I kind of picture high magic like when you take a wheel with all the colors on it, and spin it really fast.... all those colors combined in the light spectrum give out white. High magic I think is similar, its a blend of all the types to form its own, pure magic.
It also helps in making the perfect pizza. :D
Boulvae
03-04-2008, 10:04 PM
Black is Dark Magic, which is basically all the colous splotched together till you get the colour Black. It's basically bending the winds of magic under your will, and your will alone by force.
Estebar
03-05-2008, 12:03 PM
I'd go for spells which blend qualities of the Eight Winds together to serve a purpose in a multi-task way. Examples could be:
Purifying White Flames of Asuryan - AoE spell which casts a wave of white flames over a group, burning enemies and healing allies.
Barrier of Shifting Winds - Barrier which makes target difficult to hit and deflects oncoming projectiles.
Mirror of Isha's Tears - Barrier which reflects oncoming magical spells and melee attacks made against target back onto the enemy, while gradually healing target.
The Rising Phoenix - Ressurrects fallen ally and temporarily blinds nearby enemies, weakening the effectiveness of their attacks.
A Simple Twist - For the next x amount of time, enemies healed will be dealt damage instead.
Storm of Stars - The enemy is assaulted by a hailstorm of white-hot embers which deal constant damage in small doses for the next x amount of time, following them around in a mystical cloud of magic above their heads.
aegir
03-05-2008, 12:33 PM
1. Barrier of Shifting Winds - Barrier which makes target difficult to hit and deflects oncoming projectiles.
2. Mirror of Isha's Tears - Barrier which reflects oncoming magical spells and melee attacks made against target back onto the enemy, while gradually healing target.
3. A Simple Twist - For the next x amount of time, enemies healed will be dealt damage instead.
4. Storm of Stars - The enemy is assaulted by a hailstorm of white-hot embers which deal constant damage in small doses for the next x amount of time, following them around in a mystical cloud of magic above their heads.
All very cool ideas, but those I selected would be waaay overpowered, in different ways.
1: would severely down the squig herder's damage and capability since Destruction only has one missile-throwing career, you could change it to absorb a set amount of non-magical damage though, then it would be quite doable.
2: This again makes the target vulnerable to the squig-herder's attacks, and would be way to punishing against the enemies, so just change it to absorb all the incoming attacks, and at the end of the duration explode or something with damage increasing by a set amount for every attack made against it.
3: Well this basically disables the entire enemie army, so change it to an aoe wherein all allies get healed for 20% of the amount their enemies are healed for. Thenn add a DoT to the aoe and you're set.
4: O now i get it, it's a single target DoT.. Like the idea!
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