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Shiladie
03-19-2009, 05:46 AM
This post is an attempt to consolidate the different views on how different magic spells should be changed, as it seems there currently is a bit of dissent about this subject.

Currently the mass majority of spells ever used in combat are the 2 you start with and mana to stamina, as these are simple, effective, and useful even if you're in full plate and have a greatsword in your bag ready for use.

Everyone says that we just have to wait magic will become oh so great when you level it up to the higher levels! While this does seem to be partially true, there are a few things that need touching upon.

So people know, my magic experience is having 55+ lesser magic, 25+ greater magic and about 15 witchcraft, my plan is to go into necromancy. I have not tested a large pool of spells personally, which is why I'm wanting other people with experience with the different spells to put their input in on this topic.

Spells are rated on a 1-5 on the following aspects:
usefulness compared to mana cost
usefulness compared to reagent cost
Usefulness compared to skill level/time required to get it.

Lesser magic:
- Mana Missle 5/5/5
not much needs to be said about it, staple spell.
- Heal self 5/5/5
same as mana missle
- Mana to stamina 5/5/5
Well worth the 1 resin, easily gotten with normal use of the above 2 spells

Greater Magic:
- Rend 2/3/2
A very small damage over time effect, and a small piercing damage debuff, test showed it took my piercing protection from 6.6 to 5.8, not even a full point. This would only have very limited use in siege situations if you have a lot of archers.
- Beacon 1/1/1
horrible horrible spell, extremely small range and duration, only reason anyone ever casts this spell is to level greater magic up.
- Frailty ?/?/?
this could be godly in the future, but currently it is completely useless. From my understanding it reduces the 3 numbers at the bottem of your protection section of player stats, malediction mental and infliction, but seeing as nobody has any of these currently (to my knowledge) and they apparently can't go negative, it has no effect.
- Heal other 4/5/4
Very nice for group encounters, well worth the 1 easy to get mandrake
- Unburden 5/5/5
an absolute must for any caster not wearing a robe, this is a 100% balls to the wall awesome spell. statistically it reduces my encumbrance from 53.7 to around 35, and this is at the low end of skilling it up, increasing cast speed noticeably.

Witchcraft:
- Needles 1/1/1
WTF, ok let me give you the stats on this spell: 32 mana 2 bone 1 nacre, with a 20 skill staff does 1.5-2.25 damage every tick for 8 ticks. This is an extremely minor damage upgrade over rend, with no piercing protection debuff, which was the primary reason to use rend in the first place. This spell needs a major buff.
- Sluggish ?/?/?
this, and all other stat affecting spells are wierd, as nobody can see any difference between having 10 quickness and having 60 quickness, except a small max stamina change. Currently it appears to either remove 15-20 quickness or 50-60%. if it's the latter, this spell will see some great use when people have higher stats and it levels up more, but for now it is completely useless to cast in combat.