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Magic, Psionics
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Dragoonseal



Joined: 11 Sep 2002
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 Post Posted: Sun Sep 15, 2002 11:26 am    Post subject: Magic, Psionics
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How will they work. Will every guild be able to use them?

Will every race be able to use them? (Just askin for the hell of it)

Will mana 'levels' change depending where you are? (ala DR)

If every guild can use them, how limited will they be?

Basicly, can you explain magic more?

I was gonna write up a nicer longer post, but hey, this works.
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HR-Trevor
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 Post Posted: Sun Sep 15, 2002 11:46 am    Post subject: Re: Magic, Psionics
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Quote:
How will they work. Will every guild be able to use them?


-- Technically yes, but only mages can access the summoning circle, only psionics can access the drawing path.  Mages and psionics also receive bonuses to their respective arts.

Quote:
Will every race be able to use them? (Just askin for the hell of it)


-- Yes.

Quote:
Will mana 'levels' change depending where you are? (ala DR)


-- Generally, no.  In special cases, this could occur.

Quote:
If every guild can use them, how limited will they be?


-- They are limited according to your spell research and spell casting skills (or occult lore / psionics), and the aforementioned reserved circle/path.  As part of their professional bonus, mages receive +25% max mana points, psionics receive +50% psi points.  Magic prep time is reduced for mages.

Quote:
Basicly, can you explain magic more?


-- Most of the spells are publicly available to all.  Every 3 (working number) points of spell research allows you to learn a new spell, occult lore for psionics.  Some spells/psionics have prerequisite spells/psionics, or skill levels, or both.

Magic has four circles: Alteration (buffs/debuffs mainly), Elemental (attacks), Time & Space (transportation and utility), and Summoning (obvious <g>), with the last being mage-only.

Psionics have four paths: Materialization (attacks and utilities), Perception (Visualization and vision related utilities), Psychic (Various attacks and utilities), and Drawing (summoning spirits and utilities).

Magic has more combat-related abilities, psionics are more utilitarian, but both have impressive combat-related abilities.

There are no "advanced" spells/powers that do the same thing but stronger, per se.  For example, there is no Fireball I and Fireball II.  There is, however, separate fire spells that do single target instant damage, multiple target instant damage, single target damage over time, and multiple target damage over time.

Spells grow in effectiveness according to your Intellect and Spell Casting skill.  Psionics grow in effectiveness according to your mentality and Psionics skill.  So your first spell will continue to get stronger and stronger for the life of your character, rather than becoming obsolete.

Area-effect spells do not generally injure other players, but will be able to in special cases where desired.  I know this steps off the realism boat, but I think it's more useful that it does so.

Your available magic and psi points can vary wildly depending on your profession and stats.  Not only do your stats affect max mana/psi points, but also how fast you regenerate them.  Some races, like Alteri, have bonuses that affect regen rate.


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Dragoonseal



Joined: 11 Sep 2002
Posts: 326
Location: Shaded alcove

 Post Posted: Sun Sep 15, 2002 12:10 pm    Post subject: Re: Magic, Psionics
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<Sucks up info, sluuurp slurp slurp>

Extremely cool stuff, thank you.

Quote:
Psionics have four paths: Materialization (attacks and utilities), Perception (Visualization and vision related utilities), Psychic (Various attacks and utilities), and Drawing (summoning spirits and utilities).


Are we limited to just one path? Or can we go any/all of them? That is, besides the Drawing path, which is limited to Psionics.

P.S. The quotes color look really weird.
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HR-Trevor
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 Post Posted: Sun Sep 15, 2002 12:24 pm    Post subject: Re: Magic, Psionics
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<g> yeah I know quotes look kinda odd.  Anyway... you can mix and match spells/psionics from all the circles/paths.


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HR-Trevor
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 Post Posted: Sun Sep 15, 2002 12:26 pm    Post subject: Re: Magic, Psionics
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BTW, I should mention that it IS intended for the magic/psionic classes to be able to use their magic/psionics full time for hunting, so that weapons are not required, but certainly are an option, unlike DR.

(had more than his share of bad moon days or poor mana rooms).


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HR-Trevor
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 Post Posted: Sun Sep 15, 2002 12:28 pm    Post subject: Re: Magic, Psionics
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Also ... it wouldn't hurt to put these threads in their appropriate folders, i.e. this one in magic & psionics. Wink
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Dragoonseal



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 Post Posted: Sun Sep 15, 2002 12:38 pm    Post subject: Re: Magic, Psionics
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Oh! <Smacks forehead>

I didnt even notice this folder.

And.. I seen somethin somewhere that'd let you change the quote colors.. <points to you>
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Dragoonseal



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 Post Posted: Sun Sep 15, 2002 12:40 pm    Post subject: Re: Magic, Psionics
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Ah hah

http://faq.yabbforum.com/index.php?op=view&t=35
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Dragoonseal
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HR-Trevor
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 Post Posted: Sun Sep 15, 2002 12:50 pm    Post subject: Re: Magic, Psionics
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Thanks, I was just being lazy about changing it. <cough>

Anyway, changed the FG/BG colors, font size.

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Dragoonseal



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 Post Posted: Sun Sep 15, 2002 12:56 pm    Post subject: Re: Magic, Psionics
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Quote:
I am lazy.


Woohoo! Now they look much better.
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Dante
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Joined: 12 Sep 2002
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 Post Posted: Sun Sep 15, 2002 3:07 pm    Post subject: Re: Magic, Psionics
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Quote:
BTW, I should mention that it IS intended for the magic/psionic classes to be able to use their magic/psionics full time for hunting, so that weapons are not required, but certainly are an option, unlike DR.

(had more than his share of bad moon days or poor mana rooms).


That is SUCH good news!  I was kind of wondering how mana type things would work here.  It was so frustrating in DR when the moons just decided not to cooperate when I wanted to go and hunt...

I'm likely going to become versed in a few weapons anyway, but it's good to know that option is still open.

[glow=red,2,300]Gage does the happy Jaddan dance.[/glow]
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