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Index » Muelsfell Game Forum » Spells and Magic Discussions Muelsfell World v1.0 Forums
AuthorThread: Comments on new spells and spell tweakage
Panacea's Avatar
Posts: 167
Location: Broukendale
Magus Age: 95 years old
Message #20400 Posted: Dec 18, 2008, 1:07 am
First off the new spell, wall of stone, I haven't had a chance to try it out yet but it actually looks like a rather useful spell, although I am curious about the repeated attempts limit. It is something a bit different from what we've already got. I think Kep said in a different thread that clan spells would offer a variety of different effects, which would be great.

I think the spell tweakage Kep has made does balance the use of clan and personal spells a bit more, it is a bit backwards from the way I was hoping it would go but that could easily result in overpowering spell clans so it's probably a safer choice though.
So basically, I'm happy with all the recent spell changes but would still like to say the suggestions implemented, even if only for a trial and find out that it is indeed greatly unbalanced and he has to scrap it and go back to this system.

Edit: I've now tried wall of stone and I was attacked several times. Each attack seemed to halve the remaining spell duration except for one of the attacks, which quartered it from 22 hours to 5 and a half. Just curious if the quatering is a design feature or a bug.
Last Edited: Dec 19, 2008, 5:18 am
Naelwyn's Avatar
Posts: 209
Location: Hans Mina
Magus Age: 90 years old
Clan: OTAKU2
Website: Click Here
Message #20744 Posted: Dec 21, 2008, 11:58 pm
I like the new spells, my personal favourite being wall of shadows.

However, the fact that most of the alignment-based spells are for clans is a problem to me. Unless you specifically mention alignment in your clan (Around 7ish at time of writing), it's likely you will have a mix of alignment. While I'm in favour of having evil and good spells for evil and good clans, I don't think alignment spells should take up a large portion(Around 50% atow) of the clan spells. Personal spells that have alignment as a factor would be nicer, at least from my viewpoint.

Two suggestions / things I might end up looking forward to:

A speed buff line similar to the strength line. if implemented though, it would require a large amount of balancing, but should be easy to code.

The second, which I believe has not been mentioned elsewhere, is having the magnitude of your alignment effect the potency of your spells. An incredibly good character should be better at blessing, for example, than a Neutral(Good Tendancies) character. This could be in the form of a greater spell effect, or for a simpler reward, a lowered motivation cost.

My two coppers on the spell debate.
Last Edited: Dec 21, 2008, 11:58 pm
Posts: 300
Location: Ibonbourg
Magus Age: 97 years old
Message #21180 Posted: Dec 29, 2008, 10:12 pm
What is the duration of wall of stone (granite?)? I've seen it as high as 38 hours, which seems kinda insane.
Posts: 505
Location: Rildesjan
Magus Age: 94 years old
Message #21184 Posted: Dec 29, 2008, 10:42 pm
48 hours I believe, however each time someone attacks the duration is reduced. Not sure how much it's reduced by though.
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 97 years old
Real Name: Barry
Message #21213 Posted: Dec 30, 2008, 8:11 am
Half until it gets down to 10 mintues or lower, then it *poofs* on the next hit.
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 92 years old
Message #28912 Posted: Apr 7, 2009, 3:16 pm
Just to double check, is it deliberate that you can see when someones workshop is infested with rats, but not with spiders?
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 98 years old
Message #28914 Posted: Apr 7, 2009, 3:38 pm
Spiders are better at hiding.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 103 years old
Real Name: Kep
Website: Click Here
Message #28986 Posted: Apr 9, 2009, 2:29 am
Summon Rat Swarm is the only spell that displays a clue on the workshop view.

This is because the Rat Swarm can potentially disrupt several attacks (or more attacks than a person has motivation to waste on getting past the spell), while the other summon spells can only disrupt one attack before expiring.

I'm open to changing it sooner or later, but that was my thought process on it at the time.

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