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  1. Drakons Update: Make Magic Great Again
  2. Enhanced attacks: magic requirements lowered to accommodate low mag builds.
  3. Self Buffs: Tweaked to allow immediate utilization without sacrificing a turn.
  4.  
  5. Magic or MAG
  6. How strong your magical ability is and how much power you can put into an attack/spell; Or in form of benchmarks...
  7. 2: Able to cause very small effects, mostly parlor tricks (To the untrained.).
  8. 4: Able to begin enhancing your weaponry and attacks with magic.
  9. 6: Able to use simple spells. Small projectiles and influence over your specialization.
  10. 8: Able to use standard spells. Full projectiles and a stronger range of control of your magic.
  11. 10: Able to begin enhancing your spells to their next level of strength.
  12. 12: Able to use complex spells. Large areas of effect and great control over your magic.
  13. 14: The girl at this point is capable of surprising feats involving their specialization.
  14. 16: The girl is using more powerful and complex versions of standard spells.
  15. 18: Magic of this level utilizes many enhancements and empowered spells.
  16. 20: Complete Mastery over your specialization with total control over all its applications.
  17.  
  18. All magic specializations to be categorized by Passive, Offensive, Defensive, Utility and Buff. Passives will remain active in and out of costume where appropriate and function even without available mana to the girl.
  19. All other spells are usable during the casting girls turn unless expressly stated otherwise.
  20.  
  21. Mechanic tweaks and introductions
  22. Brace Yourself: You may not deliberately move during this round of combat to use this spell.
  23. Drained: You may not recast this spell during your next turn.
  24. Instant: This spell takes immediate effect without counting as an action.
  25. Intangible: Impacts any physical and any non-physical target.
  26. Overwhelming: You need a moment to collect yourself, you may not use any mana until the end of your next turn.
  27. Physical: Only impacts the physical environment and anything normally tangible.
  28. Piercing: Penetrates 1 Soak per 2 successful wounds
  29. Reaction: Spell may only be cast during another players turn.
  30. Surge: May be cast even if you spent your turn recharging.
  31.  
  32.  
  33. Per spec; 5 passives, 25-30 spells
  34. The general idea that is currently being observed is that no spec truly acts as a counter to any others, save for weaknesses for a Monster Girl. With this in mind, I feel that leaving the stance of certain specs excelling while being lackluster in other areas helps to preserve the core ideas behind the systems and lore. Utility and Buffs are going to be handled with common sense in mind. Firstly to begin in low/mid level MAG (8-14) to help encourage alternatives to standard attack spam while not disrupting the current status quo. Secondly to differentiate the two, new mechanics are being written in to these spells that will help separate the two, think Instant and Sorcery spells from MtG.
  35.  
  36. All spells will have unique properties per spec while scaling up in magic power. Many specs may show similar spells per tier, however this is in effort to balance out builds and reinforce the need of magic management in combat. Many spells will show scaling in their effects per tier of magic.
  37.  
  38. Fire - Offense, AoE and DoT heavy
  39. Water - Offense, AoE, Utility
  40. Air - Fast, AoE, Environmental Control
  41. Stone - Heavy Offense/Defense balance, Environmental Control
  42. Lightning - Fast, Utility
  43. Metal - Strong Offense/Defense, Utility
  44. Time - Extreme DoT and Environmental Control
  45. Gravity - Environmental Control, AoE, Utility
  46. Plant - Environmental Control, Buff/Debuff
  47. Beast - Buff/Debuff, AoE
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