Magus Feedback and Proposal
Posted: Thu Dec 31, 2015 11:49 am
I said I would do this and I finally got a chance so here we go! I encourage everyone to do the same.
I feel as though the Magus has some potential but overall detracted from the game.
Here is where I feel Magus was fun
Introduction of Scrolls - I thought this was neat. However I would like to see these usable by only Magus characters with no Essence cost. Also some spells being scroll exclusive seemed appropriate. More on that later.
Spell Variants - Having improved versions of spells was great. It made it so you could minimize the amount of spells in the game but still get better effects.
Trying everything - I will say that this incarnation really let you try out a ton of stuff and really see what worked and what didn't. There was teleportation, walls and all kinds of other weird effects.
Here was where I feel Magus had opportunities
Variable Spell Casting Times - Far too confusing. Chart based which makes it even more cumbersome.
Game Stops - Far too many are achievable in a short period of time. On top of that they can become extremely long due to overly complex mechanics.
Poor Spell Wording - Is the spell a talisman? What are two stationary objects?
Essence sharing - This is great for big spells but got downright silly in combat, especially since all the Magus's had Ritual Casting.
Spell Items - We passed them back and forth in combat. It was terrible and there was zero risk. Also creating all those tags was a strain on game staff time that could be better used running plots, creating props, sleeping, etc
Where do I feel it can be improved?
To be frank almost everywhere. This path failed to add mystique to the primary mage path, slowed combat to a crawl and was generally abused throughout the year.
Here is the new version I would like to propose. There will also be a new proposed spell list. 10 of each tier, 6 which can be overcast. Basic take 1 minute and 2 essence, Advanced take 2 minutes and 4 essence. Master take 4 minutes and 8 essence. Magus is not quick and dirty, that is Empath.
Scrolls – Only usable by Magus’s with the appropriate Cast Spell ability. No essence cost or components required and cannot be overcast. Phys rep required. 6”x4” minimum.
Spell items – Require attunement. Usable by anyone. Can be destroyed to cast without appropriate components.
Basic
Cast Basic Spell – This skill grants you the ability to cast Basic Magus Spells (Pg. XXX). When you gain this ability you learn 3 Basic Spells from the book.
Gain Essence – This skill increases your maximum essence score by one.
Detect Magic – As per Empath. If you have it twice reduce time by 50%.
Armored Magus – This skill grants you the ability to where Light Armor with no penalty to Magus skills.
*Memorize Spell – This skill grants you the ability to destroy a spell item to memorize a spell with a 15 minute count. Memorized spells can be cast as though you had the spell item attuned. You can also transfer a spell you know to another Magus who is capable of casting the spell, provided they can cast it, with a 15 minute count. Unlearning spells can also be done in 15 minutes. You may memorize as many spells as your permanent essence score.
*Spell Bolt – This skill grants you the ability to throw “5 Magic” by spending one essence. This skill has a 10 second Cooldown.
*Spell Research – This skill grants you the ability to learn additional spells. It takes one event to learn Basic spells, two events for Advanced spells and three events for Master spells. This cannot be combined with Research from Sage. If you have this skill twice you can learn two basic spells in one event, advanced spells in one event and master spells in two events.
Advanced
Talismonger – This skill grants you two Spell Components of your choice at game on.
Arcane Regeneration – This skill grants you the ability to regain two Essence Points with a one minute passive count.
Cast Advanced Spell – This skill grants you the ability to cast Advanced Magus Spells (Pg. XXX). When you gain this ability you learn 2 Advanced Spells from the book.
Artificer – This skill grants you the ability to attune up to five spell items. These spell items do not take up attunement slots. Each item must be attuned and unattuned individually.
*Create Scroll – This skill grants you the ability to create scrolls by expending the components normally required to cast the spell after a 1 hour active count. You can only create scrolls for spells you have memorized. See page XXX for more information on scrolls.
*Eschew Materials – This skill grants you the ability to cast spells without destroying the spell components required.
Master
Cast Master Spell – This skill grants you the ability to cast Master Magus Spells (Pg. XXX). When you gain this ability you learn 1 Master Spell from the book.
Specialized Spell – This skill grants you the ability to cast one Basic, Advanced and Master spell in half the time and at half the Essence cost rounded up. You choose the spells at the beginning of each event. If a spell is lost the specialization cannot be transferred to a new spell.
Overcasting – This skill grants you the ability to double the amount of essence and time required to cast a spell to use the Overcast version.
Gain Essence – This skill increases your maximum essence score by two.
*Create Spell Item – This skill grants you the ability to copy a spell item you have attuned or create a new item if you have the spell memorized. This requires five times the components required to cast the spell and 2 hours to complete.
*Counterspell – This skill grants you the ability to counter a gamestop spell by spending 4 essence if you have the ability to cast that spell. Some spells cannot be countered. This ability has a 10 minute reload.
Advanced Abilities
Basic
Memorize Spell – Double the amount of spells you are capable of memorizing.
Spell Bolt – This ability no longer has a cooldown.
Advanced
Arcane Regeneration – You gain an additional two essence when using this skill.
Talismonger – You gain an additional 3 spell components of your choice.
Master
Over casting – You can double either time or essence to overcast.
Counterspell – You do not need to know the spell to counter.
I feel as though the Magus has some potential but overall detracted from the game.
Here is where I feel Magus was fun
Introduction of Scrolls - I thought this was neat. However I would like to see these usable by only Magus characters with no Essence cost. Also some spells being scroll exclusive seemed appropriate. More on that later.
Spell Variants - Having improved versions of spells was great. It made it so you could minimize the amount of spells in the game but still get better effects.
Trying everything - I will say that this incarnation really let you try out a ton of stuff and really see what worked and what didn't. There was teleportation, walls and all kinds of other weird effects.
Here was where I feel Magus had opportunities
Variable Spell Casting Times - Far too confusing. Chart based which makes it even more cumbersome.
Game Stops - Far too many are achievable in a short period of time. On top of that they can become extremely long due to overly complex mechanics.
Poor Spell Wording - Is the spell a talisman? What are two stationary objects?
Essence sharing - This is great for big spells but got downright silly in combat, especially since all the Magus's had Ritual Casting.
Spell Items - We passed them back and forth in combat. It was terrible and there was zero risk. Also creating all those tags was a strain on game staff time that could be better used running plots, creating props, sleeping, etc
Where do I feel it can be improved?
To be frank almost everywhere. This path failed to add mystique to the primary mage path, slowed combat to a crawl and was generally abused throughout the year.
Here is the new version I would like to propose. There will also be a new proposed spell list. 10 of each tier, 6 which can be overcast. Basic take 1 minute and 2 essence, Advanced take 2 minutes and 4 essence. Master take 4 minutes and 8 essence. Magus is not quick and dirty, that is Empath.
Scrolls – Only usable by Magus’s with the appropriate Cast Spell ability. No essence cost or components required and cannot be overcast. Phys rep required. 6”x4” minimum.
Spell items – Require attunement. Usable by anyone. Can be destroyed to cast without appropriate components.
Basic
Cast Basic Spell – This skill grants you the ability to cast Basic Magus Spells (Pg. XXX). When you gain this ability you learn 3 Basic Spells from the book.
Gain Essence – This skill increases your maximum essence score by one.
Detect Magic – As per Empath. If you have it twice reduce time by 50%.
Armored Magus – This skill grants you the ability to where Light Armor with no penalty to Magus skills.
*Memorize Spell – This skill grants you the ability to destroy a spell item to memorize a spell with a 15 minute count. Memorized spells can be cast as though you had the spell item attuned. You can also transfer a spell you know to another Magus who is capable of casting the spell, provided they can cast it, with a 15 minute count. Unlearning spells can also be done in 15 minutes. You may memorize as many spells as your permanent essence score.
*Spell Bolt – This skill grants you the ability to throw “5 Magic” by spending one essence. This skill has a 10 second Cooldown.
*Spell Research – This skill grants you the ability to learn additional spells. It takes one event to learn Basic spells, two events for Advanced spells and three events for Master spells. This cannot be combined with Research from Sage. If you have this skill twice you can learn two basic spells in one event, advanced spells in one event and master spells in two events.
Advanced
Talismonger – This skill grants you two Spell Components of your choice at game on.
Arcane Regeneration – This skill grants you the ability to regain two Essence Points with a one minute passive count.
Cast Advanced Spell – This skill grants you the ability to cast Advanced Magus Spells (Pg. XXX). When you gain this ability you learn 2 Advanced Spells from the book.
Artificer – This skill grants you the ability to attune up to five spell items. These spell items do not take up attunement slots. Each item must be attuned and unattuned individually.
*Create Scroll – This skill grants you the ability to create scrolls by expending the components normally required to cast the spell after a 1 hour active count. You can only create scrolls for spells you have memorized. See page XXX for more information on scrolls.
*Eschew Materials – This skill grants you the ability to cast spells without destroying the spell components required.
Master
Cast Master Spell – This skill grants you the ability to cast Master Magus Spells (Pg. XXX). When you gain this ability you learn 1 Master Spell from the book.
Specialized Spell – This skill grants you the ability to cast one Basic, Advanced and Master spell in half the time and at half the Essence cost rounded up. You choose the spells at the beginning of each event. If a spell is lost the specialization cannot be transferred to a new spell.
Overcasting – This skill grants you the ability to double the amount of essence and time required to cast a spell to use the Overcast version.
Gain Essence – This skill increases your maximum essence score by two.
*Create Spell Item – This skill grants you the ability to copy a spell item you have attuned or create a new item if you have the spell memorized. This requires five times the components required to cast the spell and 2 hours to complete.
*Counterspell – This skill grants you the ability to counter a gamestop spell by spending 4 essence if you have the ability to cast that spell. Some spells cannot be countered. This ability has a 10 minute reload.
Advanced Abilities
Basic
Memorize Spell – Double the amount of spells you are capable of memorizing.
Spell Bolt – This ability no longer has a cooldown.
Advanced
Arcane Regeneration – You gain an additional two essence when using this skill.
Talismonger – You gain an additional 3 spell components of your choice.
Master
Over casting – You can double either time or essence to overcast.
Counterspell – You do not need to know the spell to counter.