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    Improving Spells

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    Mask of Illusion
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    Improving Spells

    Post by Mask of Illusion on Mon Nov 10, 2014 6:58 pm

    A new addition to Guilds of Magic is the ability to improve individual spells, this replaces the traditional 'level up' mechanism found in most RPGs and allows the players more control over their progression and their character's customisation.

    Spell Upgrades
    There are several ways you can improve spells, the most common way is to enhance an individual spell based on what that spell is capable of. For example Fire Punch, a basic Fire magic spell can be improved to increase it's damage, damage over time, recharge speed and range. However you can also add additional effects by finding rare enhancements which can either improve two of the previously mentioned traits of the spell or you can add new effects to the spell that are not normally associated with it. For example you could add an Area of Effect enhancement which detonates on impact and spreads to those around who it initially hits.

    Rare enhancements can be found just like normal enhancements, by killing boss-level NPCs or as rewards for Roleplaying.

    Magic Upgrades
    You can upgrade any types of Magic you know as a whole by adding Runes, Runes allow you to change the way an entire magic works or change it visually. For example Hell Fire which is a Rare Rune can be slotted into Fire Magic to turn the Flames blue and also add damage over time to each spell. Where as the Blood Rune is capable of changing Dark Magic into Blood Magic. Completely changing the way in which the spells work and opening up a new avenue for your character.

    Runes are much rarer than enhancements and can only be found in Events, either through PvP or RP.



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    Widow
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    Re: Improving Spells

    Post by Widow on Mon Nov 10, 2014 7:36 pm

    This seems like a great way to increase the spell, a very great idea. Ever thought about people abusing the area effects though and are you planning limits the spell upgrades? - As in, will there also be limits for how much runes you can put into your spell and/or weapons or armors? Or will this only be for spells? Thankyou for updating us by the way!
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    Re: Improving Spells

    Post by Mask of Illusion on Mon Nov 10, 2014 7:45 pm

    Some abilities are area effect, but abusing them won't get you very far because if that ability isn't meant to be an area effect ability then the only way to turn it into one is using a Rune. Which could potentially mess up your character.

    Also if you focus purely on Area effect then you'll be buggered because your single target damage, range and recharge speed will be horrible.



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    Re: Improving Spells

    Post by Widow on Mon Nov 10, 2014 7:55 pm

    Interesting, will there also be single character upgrades such as damage, cooldown and such?
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    Re: Improving Spells

    Post by Mask of Illusion on Mon Nov 10, 2014 7:56 pm

    For characters as a whole or for individual characters?



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    Re: Improving Spells

    Post by Widow on Mon Nov 10, 2014 7:58 pm

    Individual characters like, how Diablo paragon points would work - you would be able to upgrade the cooldown effect, gold find, magic/rare find, physical damage, intelligence (magic damage) and all that.
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    Re: Improving Spells

    Post by Mask of Illusion on Mon Nov 10, 2014 8:00 pm

    Individual character stats which go across the board are down to buffs, items and passives.



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    Re: Improving Spells

    Post by Widow on Mon Nov 10, 2014 8:02 pm

    I see, thankyou for telling me.
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    Re: Improving Spells

    Post by bailey33 on Mon Nov 10, 2014 10:32 pm

    How about an ability specifically meant for augmenting the spells of others and your own. So by using an augmentation spell, one could turn an ordinary fire ball into a large explosive spell.

    Obviously the augementations won't be set to a specific level but would be based on the users skill, but it could be a spell type you can gain either by rolling or as a rare boss drop. Or it could even be an amulet/ring that enhances only specific spells.



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    Re: Improving Spells

    Post by Mask of Illusion on Tue Nov 11, 2014 1:50 pm

    There are buffs that increase a number of different statistics depending on the buff, so I don't see why there couldn't be spells that buff the next spell used to be considerably more powerful in terms of damage and appearance!

    I shall look into it and add it onto the to do list.



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    Re: Improving Spells

    Post by Griffin on Fri Nov 14, 2014 7:23 am

    I think it would be cool if you could choose how powerful to make your spells, with each level also costing more mp/mana/whatever.

    For example, when you just learned fire magic you could only shoot small fireballs. As you progress you gain the ability to use medium fireballs. Once you have mastered fireballs, you could choose between a small, medium or large fireball. Just an idea.
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    Re: Improving Spells

    Post by Griffin on Sat Nov 15, 2014 7:24 pm

    Mask of Illusion wrote:Where as the Blood Rune is capable of changing Dark Magic into Blood Magic. Completely changing the way in which the spells work and opening up a new avenue for your character.
    So does this mean that the 8 starting magic types will be the main forms of magic, and all other forms of magic will branch out from them? 
    If sound magic was then added, for example, then be a modification of something such as water magic, or it's own separate type of magic?
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    Re: Improving Spells

    Post by Mask of Illusion on Sat Nov 15, 2014 11:46 pm

    No, no. Blood Magic is a rare form of magic that can only be unlocked by putting a rune into Dark Magic. There are a few hidden types of Magic like that, which can be unlocked through a select rune with a specific power.

    A lot of magic still needs to be added.



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    Re: Improving Spells

    Post by Ophid on Mon Nov 17, 2014 10:27 am

    Blood magic would turn this into Deadman Wonderland. )=
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    Re: Improving Spells

    Post by Widow on Mon Nov 17, 2014 11:17 am

    Well, blood magic is known by a lot of animes and a lot of games, it doesn't mean that it directly is from Deadman Wonderland as I already knew about it before watching that anime. Just to say, it would probably also not have those drawbacks which Deadman Wonderland's blood magic had.


    Also to my opinion, from my vision this game was never directly a game -only- based on fairy tale but also the general idea's of the community, other animes and such. So, you shouldn't worry about it.

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