Ideas to make Magic stronger, yet balanced

Discussion in 'Arcanum 2 Suggestion Forum' started by FourHorsemen, Jul 8, 2004.

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  1. FourHorsemen

    FourHorsemen Member

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    - Make magic weapons (as a rule of thumb) considerably stronger than their tech/non-magic size/stype counterparts). A featherweight axe shouldn't even be a tech weapon per se, it's just metal, so it shouldn't be stronger than a magical axe. Real Tech weapons for me would include: Pyrotechnic Axe, Pyrotechnic Bow, Envenomed Bow, Envenomed blade, Charged Sword, Charged Axe, etc...so these should have damage comparable to magic weapons.

    Now how to make magic really stand a chance, and vice versa.

    Create a new School of Magic called Disruption, and a Techonological Discipline called Anti-Magic.

    Anti Magic
    ------------
    Basically makes items which do extra damage, proportional to the tarets magical aptitude. Summoned creatures would also take exra damage as well.

    1) Anti-Magic Mix (Saltpeter + Electrolyte) - Recipe compounc.
    2) Anti-Magic Blade (Balanced sword + anti-magic mix)
    3) Anti Magic Axe (Featherweight axe + anti magic mix)
    4) Anti magic Bow (Compound bow + Anti magic mix)
    5) Anti Magic Grenade (Explosive grenade + anti-magic mix)
    6) Anti Magic Plate (Basic plate + AMM)

    Might have to reaorganize things so as to include mental inhibitor and disruptive shield and all that.


    School of Disruption
    -----------------------
    Basically will reek havoc with technological things, especially those that involve electricity and fire.

    1) Feedback - causes surge in techonological weapon, making user take the equivalent of a melee/thrown/bow/fired hit for every spell hit. Weapon takes light damage.

    2) Translucence - causes user to become translucent, taking reduced damage from techno attacks.

    3) Drain - Dissipates the energy/fuel off any weapon that uses charges or fuel.

    4) Rust cloud - Doesn`t damage player but does serious damage to all worn items based on metal like weapons, shields, armor, metal boots, metal gauntlets). Can reduce a group of platemailed maulers into naked streakers. Area spell.

    5) Overload - the ULTIMATE anti-technological spell. Will cause a random technological item worn by the target to overload and be destroyed...the items "hit points" being converted into damage. I'm not sure if I would change this to include the users technologcal aptituted as damage and/or maybe have ALL techno items worn overload.
     
  2. Pik

    Pik New Member

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    Quite a nice idea. Perhaps all spells and tech items should have such effect based on their level and caster (constructor) aptitude? This'd be a good example how magic and tech react. Also this way all possible items and spells would be possible for "antimagicking" and "antiteching" and one could buy and use both anti-magickal and anti-tech thingies easily while not being a mage or techie himself, which would make neutral characters more powerful and thus more poular.
     
  3. FourHorsemen

    FourHorsemen Member

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    Indeed....

    And truth be told.at least as far as the "Anti Magic" part goes....a good "mod-grammer" could probably emulate most of the effects with the current Arcanum capabilities.
     
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