Magus Spell mechanic and spell change suggestion

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Kaylan Chargeender
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Magus Spell mechanic and spell change suggestion

Post by Kaylan Chargeender »

This is a list of suggested Magus spell mechanics changes, and suggested spells. It’s a rough draft and an old list from 2015, but I thought I would toss it out again and see if it generated any interest

Some may be under powered or over powered, BUT this is more about ideas than actual ready to use spells. Parameters are occasionally sketchy when I didn't feel it was critical and the GMs could assign what they felt comfy with IF they use any of this.

So have at it...rip em apart, criticize, call me names, gnash your teeth...



NEW SPELL TYPES

Spell:
Any spell cast in under 15 minutes that does not require a circle of power to initiate.

Ritual:
Any spell with a casting time of 15 minutes but less than 60, requires a circle of power to initiate. They may also require components or items of power or magical significance

Ceremony:
Any spell with a casting time of 60 minutes or more, requires a circle of power to initiate and ALWAYS require components or items of power or magical significance (I E quest items, commodities, personal items, specially crafted items, or large number of resources).


BASIC

SPELLS

1) Enchant Weapon
Casting Time = 10 seconds
Component = NA

The target weapon MUST now append "Magic" to all swings. This spell lasts until the end of combat or until the weapon is dropped or sheathed by the user.

2) Lesser Meteor Storm
Casting Time = 20 seconds
Component = NA

Once this spell is cast you can throw packets for "2 magic" for as long as you keep 1 foot planted on the ground. You may pivot around the one planted foot. If you are disrupted at any time while casting or using this spell you take "2" damage and must re-load the skill to use it again. The wizard can end this spell at any time at a cost of 2 VORPAL damage.

Reload: This spell has a 60 second reload time.

3) Message
Casting Time = 15 minutes
Component = see description

Caster can deliver a 10 word message to any being he has a personal possession of. After the casting time, the caster speaks the message to a GM that will find the intended target and speak it to them ONCE and once only after informing them they hear a message whispered by the wind. The recipient knows who sent the message

4) Circle of Power
Casting Time = 5 Minutes
Component = 2 magic component

Caster creates a 5 foot radius circle that reduces cool down time for any spell cast from inside circle. Caster is attuned to circle, and if disenchanted before caster drops circle, caster falls unconscious. Anyone may pass through circle, but no magic or channel will pass into the barrier.

5) Speak with Dead
Casting Time = 5 Minutes+
Component = target body

Requires gather essence to be performed first. Caster must maintain contact with body or spell ends. 1 yes or no question can be asked , plus one more per unhealable (for 3 hours) LP spent and an additional 5 minutes casting time. All unhealable LP recovery time starts at end of spell (caster ends it or is no longer touching body), not from the moment they are spent.

6) Beguile
Casting Time = 5 second
Component = NA

Costs caster 2 LP and 10 minute cool down. Target views caster as his/her most trusted friend or ally for 10 minutes or until target is attacked.

7) Slick
Casting Time = Instant
Component = NA

Spend 1 Life Point, Throw a spell packet and call "Slick"

8) Phantom Armaments
Casting Time = 5 minutes
Component = see description

Caster can create weapons or shields out of magical force. Phys Rep must be entirely white with 18"Orange ribbon attached

9) Pins and Needles
Casting Time = 120 seconds
Component = NA

Target has all disruptable skills and spells, disrupted for 3 minutes.

10) Magic Missile
Casting Time = 15 seconds
Component = NA

A) 2 Magic Crush (triangulated) 30 second cool down
B) 5 Magic Crush (throw 5 packets) 30 second cool down

11) Essence Bolt
Casting Time = 10 second
Component = NA

Spend 1 LP (healable) Packet delivered 4 magic vorpal. 30 second cool down


RITUALS

12) Share Power
Casting Time = 15 minutes
Component = NA

This enhancement requires two targets. One target must already have the desired resist skill and the other target can NOT have the shared resist (ONLY RESISTS CAN BE SHARED). The caster must visibly mark each target with either runes or through some talisman that all can see. Both targets now have the desired resist ability but the Life Point costs are doubled. This effect lasts until the end of the event or until canceled by the caster which requires 1 Minute with both targets. While under the effects of the Share Power ritual if a target is disenchanted, the Talisman is removed, or another enhancement is received the target loses their resist ability (This includes the person with the original Resist skill). They must return to the Caster to remove the Talisman before regaining their original Resist Ability.

13) Death Link (changed)
Casting Time = 15 minutes
Component = NA

When this spell is cast you are signing a pact with the Wizard and therefore can only be cast on a person who is willing and not under the effects of any charm forcing them to undergo this spell. The Wizard marks the person as he she would any Talisman. The caster loses 3 LP until the spell ends. The target gains the Press ability and 3 Life Points, but if the Wizard who cast the Talisman dies then the person under this Talisman will die as well by the end of the event. This does not go the other way. This Talisman will deactivate at the end of the event or when the Wizard who cast the Talisman removes it. A disenchant will not remove this Talisman.

14) Create Beacon
Casting Time = 30 minutes
Component = 1 mystic + 1 steel/supplies

Caster constructs and empowers a magical structure that can be used for several purposes, ranging from an anchor point for the escape to beacon spell to expanding the size of a ritual or ceremony effect to any other magical special interaction the plot team allows.

15) Health Rune
Casting Time = 15 minutes
Component = 1 food

The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, that allows the recipient to resist disease once before the rune is expended and vanishes.

16) Antidote Rune
Casting Time = 20 minutes
Component = 1 mystic

The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, that allows the recipient to resist poison once before the rune is expended and vanishes.

17) Adamant Rune
Casting Time = 30 minutes
Component = 1 steel

The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, that allows the recipient to to be immune to press for one combat before the rune is expended and vanishes.

18) Disenchant
Casting Time = 30 minutes
Component = NA

Caster can disenchant all enchantments on a target.


CEREMONIES


19) Extract Component
Casting Time = 90 minutes
Component = BL

Allows caster to turn 1 Mystic into 3 magical components. Each additional mystic takes another 15 minutes.

20) Identify Magic
Casting Time = 6 hours
Component = 1 FM/4 mystic

Caster can discern the powers, purpose, method of function of magical items in a manner similar to the sage ability.

21) Lesser Ward
Casting Time = 1 hour
Component = 1 FM
+5 structure points (2 to door), only damaged by magic. 3 hour duration. Structure/door must be marked with orange "W" at least 6" x 6"

22) Bolster Essence Rune
Casting Time = 2 hours
Component = 1 RH+BL

Targets LP max raised by 1 LP/ willing being donating 2 LP (unhealable until end of event).

23) Coordinate Forces
Casting Time = between events
Component = see description

Used to link forces and better focus and synchronize their actions (5%power bonus /2 FM)

24) Skeleton Crew
Casting Time = 1 hour
Component = see description

Reduces crew needed for siege weapons by 1/RH+BL

25) Conversion Casting
Time = 1 hour
Component = 1 RH

Caster converts 2 Mystic and 1 LP (unhealable for 6 hours) into 1 Primary or 1 secondary resource. 5 additional minutes casting per additional resource so created.


ADVANCED

SPELLS

1) Heightened Senses
Casting Time = 10 minutes
Component = NA

Reduces the base time of the “Scout” skill and “Recall” skill to 10 minutes.

2) Cry to the Void
Casting Time = 5 seconds
Component = NA

This spell must be cast after a body has been "Mended" by a Healer but before the "Gather Essence" skill has been used. Once this spell has been cast the "Gather Essence" skill must be used on the target within 1 Minute or this spell has no effect. Once all conditions are met the effect of this spell is to reduce the targets Resurrection chip draw by 1 (min 1). (A character may only be affected by this spell once per resurrection).

Cool down - 10 minute.

3) Entropy
Casting Time = 5 minutes
Component = NA

This spell will cause wood or other natural materials to rapidly decay. Upon completion of the spell, the target material is the consistency of loose packed dirt or sod. The target of this spell can be any door, container, or GM approved item less than two cubic feet in size that is not specified as stone or steel. The caster must stay in contact with the target for the duration of the spell. The caster is slowly breaking apart the essence of the target. This slow magically induced entropy causes the caster great pain and strain. Upon completion, the caster drops to 1 Life Point. (This spell may not be cast while at 1 LP or lower).

4) Rise of the Phoenix (changed)
Casting Time = Instant
Component = NA

When this spell is cast you call "Lash Taunt". As soon as an effect causes you to fall to 0 (zero) or less life, or the end of the scene/combat, you immediately call lash damage equal to the life you had when you called “Lash Taunt”. You then gain Life Points equal to the damage you called. If a Master Focus Item is used the Lash Taunt effect becomes triangulated, but the damage dealt is still lash.

Cool down - 20 Minutes

5) Infuse
Casting Time = 30 sec per LP
Component = NA

Target is healed 1LP/1 magical component

6) Harm Undead
Casting Time = 60 seconds
Component = see description

3 vorpal magic VOICE RADIUS (game stop?)/2 unhealable LP(30 minutes) and 1 BL

7) Dragon Aura
Casting Time = Instant
Component = NA

SCREAM (game stop?) fear. Costs 5 unhealable LP (20 minutes)

8) Combustion
Casting Time = 180 seconds
Component = 1 BL

Target takes 3 vorpal fire damage, then burns for another 1 vorpal fire damage every 5 seconds, unless fire is is put out by RPing patting out the fire for 30 seconds. Every person assisting this process reduces the time by half. Submerging the affected PC will instantly end the damage count.

9) Stunning Wave
Casting Time = 30 seconds
Component = 1 FM

Triangulated effect that causes all affected as if they were at 0 LP for 15 seconds due to being disoriented and winded by the spell.

10) Silence
Casting Time = 20 seconds
Component = 1 FM

Target can make no intentional vocal noise (or cast) for 60 seconds. 10 minutes cool down

11) Torment
Casting Time = 60 seconds
Component = 1 FM

Target suffers great pain, and is incapacitated (unless they have determination). Target also loses 1 LP(healable)/ 15 minutes. Spell ends when caster or target is dead or target is disenchanted.


RITUALS

12) Animate Corpse
Casting Time = 20 Minutes + 1 Minute per LP of Undead (Max 10 LP)
Component = 1 FM

This spell will animate 1 corpse into a semblance of life controlled by you. This spell can only be cast at night and the corpse turns to dust at daybreak, or when told to die by the caster. If Repelled or Banished, the corpse will be reduced to 0 Life Points. If the corpse is brought below zero Life Points, they will turn to dust in two minutes (All restrictions on living characters in critical life also apply to the undead created with this spell. See the Critical life section)
The corpse may not be healed, use any of their skills, or speak. The caster may give basic commands such as "stop"; "Follow Me"; "This way"; "attack", etc. This animated corpse can swing for "1 disease" with a claw or weapon physrep. This undead are immune to Mind control effects such as Sleep, Taunt, Fear, Charm and Torture.

13) Iron Will
Rune Casting Time = 30 minutes
Component = 1 RM

The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, which allows the recipient to resist charm once before the rune is expended and vanishes.

14) Wizard Lock
Casting Time = 1 hour
Component = 1 RM+1 FM

Ritual creates in unpickable lock that will remain in existence for 24 hours. Disenchant will reduce its duration by 12 hours, no further disenchant will have any effect.

15) Ricochet Channel Rune
Casting Time = 30 minutes
Component = 1 BL

Redirect channel, which targets possessor of the rune, to any other target of rune possessor’s choice.

16) Wizard Mark
Casting Time = 1 hour
Component = 1 FM

Caster creates a glowing mark on the hand of the target that lasts 24 hours. This mark allows the caster several advantages:

A) Marked target can be teleported/gated to caster VIA Master ritual. Doing so dispels the mark
B) Caster can target marked being with spell, ritual or ceremony from any distance. Doing so dispels the mark
C) Caster can send one message (per the spell) to marked target, and receive one FROM marked target. Doing sending the message, whether one is sent back or not, dispels mark
D) Wizard will be informed magically if marked being dies. Wizard can use locate wizard mark on body if ritual started within 1 hour.
E) Other effects that PLOT TEAM allows

17) Resist Sleep Rune
Casting Time = 30 minutes
Component = 1 BL

The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, which allows the recipient to resist disease once before the rune is expended and vanishes.

18) Locate Wizard Mark
Casting Time = 25 minutes
Component = 1 RW

Wizard slips into a trance and draws a map to marked being. Details of map are left to PLOT TEAM. Mark will dissipate once this spell and map are completed.


CEREMONIES

19) Earth Quake
Casting Time = 2 hours
Component = 1 FM

1 SP to structure/LP caster spends at 60 second intervals. Slick affects any being inside structure, and they take 1 crush per structure point done by spell.

20) Resist Shatter Rune
Casting Time = 1 hour
Component = 1 RM

The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, that allows the recipient to resist statter once before the rune is expended and vanishes.

21) Scepter of Command
Casting Time = 2 hours
Component = 1 FM

Caster empowers a short mace or club that is linked to essence of recipient, who loses 2 LP off his total LP while spell is active and the following event. Reduces troop costs by 5% and wielder can strike for Beguile (per spell) for 2 LP (unhealable for 3 hours). If stolen, can be used as if the recipient/owner of scepter, had wizard mark that was placed by being in possession of scepter.

22) Escape to Beacon
Casting Time = 25 minutes*
Component = see description

Transports caster and all within circle to pre chosen beacon on completion of ritual. Travel cannot penetrate magic barriers and accuracy can be affected by magical and environmental factors. Any being traveling VIA this spell will be disoriented (as if at 0LP) for 15 seconds at least(GM call based on distance and PLOT factors)

This is an exception to casting time due to the purpose of the spell. Caster arrives at -10LP to compensate for the rushed casting, using his own life force(as the component) to accelerate casting.

23) Abundance/Plague
Casting Time = between events
Component = 1 RH + BL

(Abundance) - Target a Territory, each Holding Manager within this Territory will receive (1) one Resource per Production Area within their Holdings in addition to their normal production.
(Plague) - Target a Territory, each Holding Manager within this Territory will receive (1) one less Resource per Production Area within their Holdings.

24) Reinforce Structure
Casting Time = 2 hours
Component = 1 FM + 1 RM
+10 SP to building/+5 to door 6 hour duration. Structure/door must be marked with orange "R" at least 6" x 6"

25) Essence Weapon
Casting Time = 3 hours
Component = 1 RM+1 FM

Caster creates a weapon of pure essence that swings for "Magic Essence", is undisarmable, and will do extra damage to undead and other creatures (as determined by PLOT TEAM). The weapon is linked to wielder who loses 3LP (unhealable until 1 hour after spell ends). Phys rep must be all white with 18" orange ribbon tied to it


MASTER


SPELLS

1) Arctic Blast
Casting Time = Instant
Component = NA

The caster calls a Game Stop and throws two packets. Anyone within the triangle created by the packets and the caster takes 2 Vorpal and takes a Press effect that pushes them to the ground. It takes an uninterrupted 10 second count to get back up.

Cool down -20 Minutes

2) Counter Spell
Casting Time = Instant
Component = NA

If a game stop is called for a spell effect you may spend 1 LP during the game stop to counter the effect. Cool down - 20 minutes

3) Displace Time
Casting Time = 60 Seconds
Component = NA

At the end of the 1 minute charge up time, the caster must spend 1 LP and call a Game Stop, then throws two packets and everyone within the area of these packets is now trapped in time. Any character trapped in time cannot move or be moved and is immune to damage and effects. This effect lasts for 5 Minutes. (You can use “Resist Magic” to get out of this effect).

Cool down - 20 Min.

4) Wave of Essence
Casting Time = 30 Seconds
Component = NA

Arms must be held straight up during casting. Call a Game Stop - Hold out your arms (without physreps) and walk in a straight line, anyone within that line takes 10 damage. Cool down - 20 Min. (Attack of Elements)

5) Meteor Storm
Casting Time = 60 seconds
Component = NA

Once this spell is cast you can throw packets for "5 magic" for as long as you keep 1 foot planted on the ground. You may pivot around the 1 planted foot. If you are disrupted at any time while casting or using this spell you take "5" damage and must re-load the skill to use it again. The wizard can end this spell at any time at a cost of 5 damage. Reload: This spell has a 1 minute reload time.

6) Frenzy
Casting Time = 60 seconds
Component = 1 RH

Affected target MUST attack nearest being with strongest attack for 5 minutes, until affected target is unconscious, or target of attack is no longer in line of sight. Affected target will select a new target to attack once current target is no longer in line of sight.

7) Enslavement
Casting Time = 30 seconds
Component = 1 WW

Charm based spell that forces affected target to follow each and every one of casters commands for 10 minutes. Affected target knows they are being controlled.

8) Greater Infuse
Casting Time = 30 seconds +5/2LP
Component = 1 Mystic

Heals target 2 LP/ component

9) Destroy Undead
Casting Time = 30 seconds
Component = WW

“SCREAM 10 magic vorpal undead ONLY”. +5 magic vorpal/WW (+ 10 max)

10) Empower
Casting Time = 60 seconds
Component = NA

The Caster may infuse their own Life Essence into the target. Upon doing so the target has their Maximum Life Points raised by an amount equal to the Caster's current Base LP, and the target gains “Immunity to Charm”. The Caster is at 0 LP and may not be healed beyond that until the Spell is broken. The effect ends at the end of the event or when the Target willingly gives the caster's Essence back, this requires no time but the target must touch the Caster to accomplish this. Disenchant has no effect on this Talisman. If the target of the spell dies, the caster slowly loses his hold on his own essence and dies as well (As soon as he hears about the death of the target).

11) Fist of Titan
Casting Time = 2 minutes
Component = NA

Spell creates a spectral giant fist that pummels casters chosen target for1 SP/60 seconds and 1 unhealable LP (1 hour). A drum must be played rhythmically by the caster, (struck at least once every 10 seconds) for entire duration of active spell.


RITUALS

12) Summon Wizard Mark
Casting Time = 1 hour
Component = BL and 1 FM

Transfers a single being, marked by casters wizard mark, to casters circle.

13) Fortify Structure
Casting Time = 3 hours
Component = 2 FM and 1 WW

Spell adds 8 SP to building/3 to a door. Building is immune to mundane damage. Duration of 9 hours. Structure/door must be marked with orange "F" at least 6" x 6"

14) Ricochet Magic Rune
Casting Time = 30 minutes
Component = 1 BL

Redirect channel or spell effect, that targets possessor of the rune, to any other target of rune possessors rune.

15) Contact Essence
Casting Time = 1 hours
Component = 1 FM +1 BL

Caster places marker on the essence/spirit of target that can be used cast spells and rituals on target, even if they are not visible to caster. Caster may also drain LP from target when meditating in a circle at a rate of 1 LP every 20 minutes. Target may not be healed until caster is dead or contact broken. Stolen LP are added to casters total LP until end of event or contact broken.
Target is unaware of active spell unless he was conscious at time contact was placed. (IE if he was asleep, he will not know it exists). Contact can only be identified by ritual identify or greater sense magic, and can only be ended by death or dispelling of caster

16) Permanent Circle
Casting Time = 2 hours 55 minutes
Component = 1 FM

Turns a previously cast circle of power into a permanent construct. Circle becomes a wall of magical force that cannot be crossed without casters permission. To give permission caster must give permission in a SPECIFIC manner to a being in line of sight (Bob the dwarf, you in the green cloak, the hooded stranger with red glowing eyes and long black claws I’ve never seen before...) permission is only good for passage one way, and once started, the transition across MUST be completed. Circle has 10 SP and can only be damaged magically or by dispel (1 SP per dispel)

17) Resist Magic Rune
Casting Time = 2 hours
Component = 1 BL

Allows recipient to resist magic per the skill once, and then the rune fades.

18) Alter Race
Casting Time = 6 hours
Component = 1 FM

Caster may change the race of target to any race he has access to during casting.


CEREMONIES

19) Create Dimensional Container
Casting Time = 3 hours
Component = 1 RM +1 BL

Each casting increases the capacity of a container as if it were one class higher, without altering its actual size or the number needed to carry/move the container. Duration 1 year.

20) Create Golem
Casting Time = 12 hours
Component = varies by type

Creates a magical construct that will follow the commands of whom ever wears the control pendant that is also created. The type, materials, components required, and powers of the golem vary by golem type.

21) Damage Aura
Casting Time = 3 hours
Component = 1 RM + 1 FM

Stores raw essence in a weapon, that will function like a hero point used to increase damage for a combat, once before the magic is drained.

22) Gemstore
Casting Time = 2 hours
Component = see description

Caster stored spirit of target being in any gem of 10 gold in value or more. Essence of stored being does not age and is in stasis until gem targeted with a dispel, shattered, or caster releases stored essence willingly. Essence in gem can be used to bolster the chances of a beings survival during a chip draw.
Any time a red chip is drawn, a healer in possession of a spirit stored in this manner can force the stored spirit to draw a chip. If a white chip is drawn, it is considered to have been drawn by the original being that drew a red chip. The stored spirit is then consumed. If the stored spirit draws a red chip, it is consumed and of no benefit. Anytime the spirit is consumed, released, or the gem is disenchanted it is destroyed.

23) Create Skill Store
Casting Time = 3 hours
Component = see description

Caster empowers a specially crafted item to hold a single charge of a skill possessed and demonstrated by the target of this spell. The skill can then be used once an event, but must be recharged after every use. Recharge and item construction will vary by skill intended for storage.

24) Greater Ward
Casting Time = 2 hours
Component = 2 RM + 2 FM

Spell functions as Wizard Lock and Reinforce Structure. Duration of 12 hours. Structure/door must be marked with orange "G" at least 6" x 6"

25) Wizards Staff
Casting Time = 2 hours
Component = see description

Caster empowers specially crafted staff (2FM, 2, RM, 2 BL, a gem of 1 gold in value and 24 hours craft time) to retain powers based on the type created. If stolen, can be used as if the wizard that empowered the staff had wizard mark that was placed by being in possession of staff.

A) Dragon Staff (green and yellow) Swings for: 1 crush
> wizard+5 LP and +10CBR while holding staff
> Dragon Aura for 3LP as Advanced Spell (5 minute reload)
> Flee for 15 seconds 60 minute reload
> all SPELL casting time increased by 50% while staff active

B) Lich Staff (black and yellow) Swings for: 1 poison
> wizard only harmed by magical weapons /channels
> wizard immune to disease, poison, fear, charm and healing.
> wizard can heal by killing blow immobile or willing target "1 I drain your essence, 2 I drain your essence..." Wizard healed 5 LP on full 10 count.
> wizard at -2 max LP and affected as undead by spells and skills.

C) Archmage Staff (blue and yellow) Swings for: 1 vorpal magic
> 1 charge of counter spell (recharge with 2 FM and 1 hour)
> reduces EACH 5 seconds of charge OR reload time by 1 second (5 becomes 4, 10 becomes 8. 15, becomes 12. ...)
> resist magic per skill
> wizard take 2 LP damage when hit with disenchant
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Re: Magus Spell mechanic and spell change suggestion

Post by Kaylan Chargeender »

also...FIRST!
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Re: Magus Spell mechanic and spell change suggestion

Post by Onimaster »

I have to admit fear that I am not all that familiar with the current Magus rules. I do know that Magus is one of the most broken halves in the game, and they have been outshining Warriors as being the biggest damage dealers and tanks out there for several years. There are a few spells that need to be seriously worked or nerfed that people have been using to gain over a hundred soak. And that's on top of other abilities that make them damn near unkillable.
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Re: Magus Spell mechanic and spell change suggestion

Post by Kaylan Chargeender »

well...no one get s 100 soak since the cap is 50....

Id also like to test this statement that they are near unkillable, because I haven't seen it...ever.
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Re: Magus Spell mechanic and spell change suggestion

Post by Onimaster »

Then I recommend that you talk to someone who actually plays a Magus.
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Re: Magus Spell mechanic and spell change suggestion

Post by Kaylan Chargeender »

Id rather talk to the magus you have seen using spells that they think give them 100 soak....or the ones you say have....
abilities that make them damn near unkillable.
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Re: Magus Spell mechanic and spell change suggestion

Post by Onimaster »

That would be... all of them.

Or at least all the ones I know. Brand, Kiel, Shaun P., Richard...
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Re: Magus Spell mechanic and spell change suggestion

Post by Kaylan Chargeender »

I will endeavor to discover this killer combo you speak of. I haven't seen it on the field.
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Re: Magus Spell mechanic and spell change suggestion

Post by Onimaster »

Happy hunting. If I remember what it is I'll toss it up.
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Re: Magus Spell mechanic and spell change suggestion

Post by Kaylan Chargeender »

please do. (You may be talking about the spell that lets them stand there and not die....Heroic stand, but they can take no actions and can stay like that for no longer than 15 or 20 seconds typically....AND arent taking damage in the conventional manner, its closer to hold ground)
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