November 22, 2024, 10:06:03 AM

Author Topic: Multi-school spells  (Read 10666 times)

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Re: Multi-school spells
« Reply #15 on: November 16, 2013, 06:10:41 AM »
Yeah, I opened a door I shouldn't have with Red in Magic. As Red is also the colour of Haste, Pumping Attack Only (Firebreathing etc), Doube Strike, Artifact destruction, Temporary Change of Control (Madness) etc.

That latter associated effect is an example of how Magic took years to to fine tune the scope of each colour, Ray of Command was a Blue temporary Change of Control but blue had too much utility goodness so they turned it red. Magic made loads of mistakes in the early days, so many Restricted and Banned cards. Mage Wars is a paradigm of consistency for the same age maturity.

Fire has more uses than just blowing things up or setting things on fire to watch them burn, and I think that should be embraced. Using fire in the game in a way that mirrors how fire is used in real life (and would be used in daily life in Etheria) is, to me, entirely consistent with what fire is. I've always thought that games that view fire as only destructive are selling fire short of all of the awesome things it can do.

After consideration, you have won me over to change my position. Not because of theme (a Forge does not create Leather Gloves, Boots, Cloak etc.) as Forge is just a mechanic. More because I like its "Flame Immunity. Hydro +3" traits which does make it hybrid War/Fire.

I do agree about Fire being typecast. Cauterise and Forest Fires are other examples. The D&D Druid specialises in domains from Animal / Plant / Earth / Water / Air / Fire. Latter because Forest Fires are often good for nature. It clears out the deadwood so that Nature can start again (this is not a second edition reference).
It's all fun and games until someone loses an eye. And then it's just fun.

Aylin

  • Sr. Mage
  • ****
  • Posts: 494
  • Banana Stickers 4
    • View Profile
Re: Multi-school spells
« Reply #16 on: November 16, 2013, 04:37:12 PM »
Yeah, I opened a door I shouldn't have with Red in Magic. As Red is also the colour of Haste, Pumping Attack Only (Firebreathing etc), Doube Strike, Artifact destruction, Temporary Change of Control (Madness) etc.

That latter associated effect is an example of how Magic took years to to fine tune the scope of each colour, Ray of Command was a Blue temporary Change of Control but blue had too much utility goodness so they turned it red. Magic made loads of mistakes in the early days, so many Restricted and Banned cards. Mage Wars is a paradigm of consistency for the same age maturity.

Yeah, for the most part Mage Wars feels pretty good with consistency to me. I think the plant creature/plant conjuration thing might be the biggest thing, especially without some in-universe reason for them to be separate categories. (Perhaps plant creatures have at least rudimentary intelligence and/or a soul, which is required for certain spells to work on them, whereas the plant conjurations do not? But then there are references that Mohktari is to some degree sentient as well. And then what about the undead skeletons? Bah!)

Quote
After consideration, you have won me over to change my position. Not because of theme (a Forge does not create Leather Gloves, Boots, Cloak etc.) as Forge is just a mechanic. More because I like its "Flame Immunity. Hydro +3" traits which does make it hybrid War/Fire.

I do love the Flame Immunity trait on it. My fiancee plays Warlock a lot, so when I'm Forcemaster I can Charm Adramelech without fear of my conjurations burning to the ground.  ;D  I haven't seen the Hydro +3 come into play yet, but that's probably just because no one I play with currently uses a water wizard/Druid. I really should start playing a water wizard; Battleforge builds are fairly common with my group.

Zuberi

  • Rules Guru
  • Playtester
  • Legendary Mage
  • *
  • Posts: 2504
  • Banana Stickers 57
    • View Profile
Re: Multi-school spells
« Reply #17 on: November 16, 2013, 04:55:02 PM »
I like the explanation of souls for creatures and none for conjurations. There are lots of fantasy sources that cite the reanimating power that fuels undead actually twists and corrupts the soul of the creature, binding it in the corpse like a prison. I see no creatures in the game that could not be described as having a soul.