Author Topic: Anti Magic  (Read 1455 times)

Kuiper7986

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Anti Magic
« on: March 21, 2004, 09:07:32 pm »
No one has really gone to in-depth but I\'ve thought of an idea for \"anti-magic.\" It\'s in character creation section of the game, but it doesn\'t talk much about it.

My idea is that in the beginning of a fight you choose the anti-magic you want to use and it\'ll protect you depending how powerful the anti-magic spell is.

The organization of the anti-magic would be the same.
So you will still have all 6 ways except they would be the anti of it. Example: You have red way then there will be anti-red way, blue way then anti-blue way, etc...

Then where will be like 6 levels of anti-magic protection for each way.

Example:
Anti Red Way: Increasing from weakest to strongest

1.) Red Repel - prevent little damage from Red Spell

2.) Red Defend - prevent more damage from Red Spell

3.) Red Protect - prevent even more damage from Red Spell

4.) Red Guard - reduces red spells to half the amount of damage

5.) Red Equalization - red spells does not harm you

6.) Blood Fountain - you asorb all red spell damage and turn back into HP.

The spells would have to be casted in the beginning of the match. To make it less cheap once you casted an anti-way, you can\'t cast another anti-way spell from that same area until another battle.

For example: Bob is fighting a fire dog. So Bob casts Red Repel on the fire dog. Once Bob uses Red Repel he can\'t cast another anti-red way spell until another battle. But he can still use anti-blue wau or anti-azure way. Just no anti-red way.

Opinions or comments? This topic hasn\'t really been talked about much, kinda important if you ask me, anways replies would be nice.
 
EDIT: Sorry for crappy names, I couldn\'t think of any.


« Last Edit: March 21, 2004, 09:08:34 pm by Kuiper7986 »
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

Draklar

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« Reply #1 on: March 21, 2004, 09:17:17 pm »
I have a funny feeling that it\'ll simply make it harder to cast a spell at you, or it\'ll be less effective (no matter what way it is)
oh, and the 6th level makes little sense. If it\'s anti-magic then the max point should be when the spell has no effects on you at all.
« Last Edit: March 21, 2004, 09:17:40 pm by Draklar »
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Kuiper7986

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« Reply #2 on: March 21, 2004, 09:25:23 pm »
Good point Draklar. Maybe there would be a spell that would actually disable all magic from a specific way.

Example: Anti Red Way spell: Blood Lust

Blood Lust will disable all red-spells an enemy can use. Of course that\'d be a very high level anti-red way spell.
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

The Gumster

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« Reply #3 on: March 21, 2004, 10:31:38 pm »
i think having spells do no damage on you is a bad idea, at the very least make it do at least 25%

you cant see it with your eyes, hold it with your hand, like the wind it covers all land, this thing called love.
It can lift you up never put you down, take your world and turn it all around.
Ever since time nothings ever been found
thats stronger than love


Kuiper7986

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« Reply #4 on: March 21, 2004, 10:53:05 pm »
Just make the high experience anti-way spells harder to get.
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

SnowWolf

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« Reply #5 on: March 22, 2004, 12:05:48 am »
I think absorbing magic of a particular Way would come from being good at that Way.

For instance, a master of the Red Way would obviously not have anti-magic (or how could he/she cast spells?) but could probably absorb some of the damage from a Red Way spell.

This makes sense - why would you try attacking a master of the Red Way with his/her own magic type?

My question would be the lore behind anti-magic - what properties allow someone to nullify the effects of the crystal? Also, if your anti-magic was high enough, could you touch the crystal without being vaporized?


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SnowWolf

Fenrison

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« Reply #6 on: March 22, 2004, 08:01:00 pm »
I always thought of anti-magic as the innate resistance to  and inability to cast magic spells. Not as a spell you had to cast to protect you from magic. To me an anti-magic magic spell doesnt make much sense. Anti-magic should just raise your magic resistance like armor raises your physical defence, and possibly make it harder for you to cast spells yourself. What Kuiper is talking about sounds more like a variable strength slience spell for each way.

Being good at a particular way should offer some defence from an enemy using that same way against you as well, if you become good enough in that way perhaps even absorbing energy from it or redirecting the spells back to your enemy.
Of course this could work the opposite, the better you get at a particular way the more vulnerable you become to its use against you. This coming from the thought that since mages are conductors for magical energies, the same energies would do more damage if used against them.

Just a few thoughts on the subject...
« Last Edit: March 22, 2004, 08:03:07 pm by Fenrison »


SnowWolf

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« Reply #7 on: March 23, 2004, 01:20:03 am »
Hmmm, interesting.

I don\'t think that being good in one way would lower tolerances in another. This is completely theory though. The 6 Ways are just subdivisions of the power of the Crystal. Talad created the glyphs, not so his people could channel magic, but so they could understand it - it was his way of translating an idea too big for mere mortals to understand into something legible. Therefore I\'d wager that the 6 Ways are mutually exclusive of each other.

Of course, that\'s not taking into account that fact that one requires a base knowledge of the glyphs to practice in the first place.... Consider, if you will, a master fencer who has been practicing and honing his skills for many a year in the Foil. Would he be beaten easily by a novice epeeist merely because he had never used it? Certainly not, for some of the basic skills and concepts of fencing carry over.


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Nikech

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« Reply #8 on: March 23, 2004, 08:20:50 pm »
I like the idea of having magic resistances, one for each way. The resistance would decrease the damage or duration (curses etc.) of the spell. Good agility should also help in dodging missile type spells like fire ball. Being good at a particular way would make you (you\'re char) \'see\' the spell froming before it attacks you, so you could try to dodge it, so the spell would be less likely to have any effect at all on you.

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Thardin

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« Reply #9 on: March 24, 2004, 11:20:24 am »
Quote
Originally posted by Nikech
I like the idea of having magic resistances, one for each way. The resistance would decrease the damage or duration (curses etc.) of the spell. Good agility should also help in dodging missile type spells like fire ball. Being good at a particular way would make you (you\'re char) \'see\' the spell froming before it attacks you, so you could try to dodge it, so the spell would be less likely to have any effect at all on you.


If you would see the spell forming and maybe counter it, wou wouldn\'t need anti magic, would you?
It is more real if you could just counter it with a counter spell, like DnD.

Nikech

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« Reply #10 on: March 24, 2004, 01:51:02 pm »
Quote
Originally posted by Thardin
If you would see the spell forming and maybe counter it, wou wouldn\'t need anti magic, would you?
It is more real if you could just counter it with a counter spell, like DnD.


I meant that using Red way spells would be less effective against magicians good in Red way. The idea of counter spells is good for curses and such. Of course there could be some magical shields that could be used against fire balls and such.

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Nikech

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« Reply #11 on: March 25, 2004, 04:25:15 pm »
I just remembered there was something about Anti Magic on the setting page:

Anti Magic

This skill is a mix of knowledge, dexterity and body resistance. You will learn various techniques to avoid some spell effects.

You will gain 1% of magic resistance against any Way for each rank you obtain in this skill.
Kran have a special natural resistance to magic and thanks to this they will gain a 2% each rank.

The devs had it thought out nicely.

Loremaster in the Arcane Order

\"That was when I realized that the light I\'d seen at the end of the tunnel was actually the headlight of an onrushing locomotive. \" -George R. R. Martin