Acegi wrote:I'm not sure what new magic ideas exist in the future but there are dozens of ideas that could be used. These new ideas do promote more mages but lets face it the game would be boring with just simple attacks. The way I see it warriors are the most basic type of play, then archers, magic is inevitable for interesting game play.
I'm hoping that there will be more diverse spells to encourage specialisations. It's too easy for people to reset their stats to maximise their spell's effectiveness. Being able to specialise in a type of magic would be something worth achieving rather than a simple 10000gp (max cost) to be able to just kill things.
The monster points system would be a really good way of investing in schools of magic (as used by the war magic npcs). Of course this would mean a lot of monster points if specialisation is to happen.
Some ideas:
Life Magic - potentially leads on to necromancy(New) Necromancy - MUST max life magic first
- Rescale #inma (instant-full heal) to depend on level of life magic (heal amount)
- Heal aura nearby players get healed % per time inside the spell AOE (%, size of area depend on Life Magic level)
- Heal monster (again dependent on level of life magic)
Transmute Magic - For profit
- Summon 1 ghost (wisps, poltergeists etc, higher level -> longer duration)
- Sacrifice life for another player (instant death, health swapped with dead player) - highest level only
War Magic - For combat
- Obviously produce larger quantities of items with level
- Less ingredients required (like bugs legs instead of all 4 herbs for lifestones)
- Produce different sizes of potions (healing ones - obvious, can include buff potions: large concentration/iron potions)
- Many more transmute spells: Bottled Water -> Wine/Beer, Itens -> Gold/GP
Nature Magic - For exploration
- Summon chains (AOE) to trap players/monsters in spot for duration (longer with higher War Magic level, can still attack if in range)
- Negative buff spells
- Stun spells to stop players from moving (including spells+attacks)
- Poison (duration longer with level)
Astral Magic - For combat support
- Transfigure Monsters to other monsters Spiky mushroom <-> Evil mushroom, Fire skull <-> Poison skull (shorten delay between use as Nature Magic level increases, health of monster debateable)
- Invisible - can't be seen by players+monsters except GMs/devs/admin (duration dependent on Nature magic level)
- Reveal invisible - shows invisible players
- Reverse itenplz AOE - makes aggro monsters not aggro (level determines size of AOE)
- Passive (non-spell) buff +Defence and +M.Defence dependent on Nature Magic level
- Instant local teleport (same map, repeat delay shortens with higher astral magic level)
- Buffs (str, agi, vit, dex, luck, m.attack, m.defence, )
- Negate spells AOE (trap, poison, stun, slow, buffs positive+negative)
- Silence AOE (prevent spell casting)
This responce deserves a sticky!