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Would Like to Start Community Project...

09-12-2004, 11:33 PM#91
Khadhar'phak
Quote:
Originally Posted by Saboera
Alchemy and Arcane healing is a synonym of Medecine
Incorrect.

Arcane is "ancient" from what I remember. Unless you're being wierd and just making a whole new meaning for it. Which is silly.
09-13-2004, 12:11 AM#92
Saboera
Quote:
Originally Posted by Khadhar'phak
Incorrect.

Arcane is "ancient" from what I remember. Unless you're being wierd and just making a whole new meaning for it. Which is silly.

Well you need to bother looking at my posts here, Arcane is like the temporary name that have nothing to see with the real word, it will be changed as soon i have an idea for this world Arcane Class that is Surnatural and natural talents stuff
09-13-2004, 12:14 AM#93
Marco Polaris
Saboera, in that post, you pretty much said that arcane magic doesn't exits, and has been replaced by psionics.

Just thought you should know.
09-13-2004, 12:17 AM#94
Saboera
Quote:
Originally Posted by Marco Polaris
Saboera, in that post, you pretty much said that arcane magic doesn't exits, and has been replaced by psionics.

Just thought you should know.

Well think so, i didnt knew the meaning of psionics since now, gonna change Arcane to psionics then
09-13-2004, 01:12 AM#95
Beam
Ok, I think I'm pretty happy with this picture. Just trying to get a feel for the dude's environment.

09-13-2004, 01:38 AM#96
Marco Polaris
But I like arcane . . .
09-13-2004, 01:42 AM#97
Saboera
awww well i dont know here, lets wait if Icbm got any ideas here, hes officially a Co-Leader

Edit: oh Candy where the hell did you watch vietnamese Music videos? Tv? i wanna see that
09-13-2004, 02:06 AM#98
icbm1987
hmm...

In my eyes divine and arcane are not really that different... just that devine is seen as uncorrupt and arcane is more corrupt.

Do not forget Geomancery...

I say that you may take any designation for your type of magic...

BUT YOU MUST PROVIDE AMPLE EXPLANATION... so that we know what the hell is going on.

icbm1987
09-13-2004, 02:18 AM#99
Saboera
Well lets just put this whole magic system away for now since its rather unstable, just design what you want and how and i will to get an idea with it, so ignore the classes for now
09-13-2004, 09:02 AM#100
Muoteck
Quote:
Originally Posted by `deathlegionare
and for the siege class, the sword needs to be more like ginormous like a zwielihander

Sword cant be used tosiege, unless race that wants to do that is extemely idiotic (or use swords huge as trees) :P


My proposition of magic system:
Zoom (requires log in)

Short description:
Race's abilities - innate abilities of race.
Psionics - All form of telepathy, telekinesis, this kind of powers. Also abilities to sense non-material beings like ghosts, natural energy sources, limited clairvoyance.
Magic - Race's ability to control magical energies and/or asking gods of use these energies. Civilisations without god's can't use Divine magic.
Divine Magic - Powers summoned by priests of god. Limited by nature of god, and takes time to see their effect. For example god of light can bless priest with healing power, but god of chaos won't. Groups of priests can be blessed by more powerful energies. Usable by all races worshipping god or gods. Exaple: Cults of different gods.
Arcane Magic - Ability of race to shape magical energies of the word. Requires lot of skill and concentration, but effects are instant. Limited only by capabilities of unit or group of units in case of more powerfu spells. Required for Item Enchanting and Alchemy. Usable only by races with innate abilities. Most Divine magic effects can be recreated by Arcane magic. Reces make their own classifications here, as there are no limitations in learning spells except culture ones (like Necromancy can be forbidden in some cultures), but some of them tend to be easier han other. Exaples: Geomancy, Pyromancy, Necromancy, Fire Magic, Earth Magic, Nature magic.
Relics - Race worshipping god can create relics of great power. Relics are items containing energy of chosen god and act like artifacts or enchanted iems, but can't be made in such numbers and usually are more powerful. Examples: healing holy water, glowing stone, bottle of wine which cant be made empty, bone of killed animal which brings luck, armor deflecting attacks.

Race's Technologies - technical advantage of race.
Primitive chemistry - ability to make simple substantions from reagents. Requird for Alchemy. Example - potions or pastes which soothe pain, poisons, potions causing rage. More advanced than herbalism.
Item Enchanting - Race which can use Arcane Magic an also increase items' or tools' powers using magic or create artifacts of great power Dependable on race's technology - primitive cultures skilled in magic would enchant worse items. Exampes: club enchanted to be more deadly, enchanted pickaxe for easier work, lighter plate mail, flaming sword.
Alchemy - Race which can use Arcane Magic also can have abiliy to concoct potionswith little magical energy instead of non-magical ones. Example: healing potion.

Undead of all kind should be considered magical creatures, since they couldn't evolve in natural way, and magic should have additional effects on them.
09-13-2004, 10:28 AM#101
FatUglyNakedGuy
gosh dang.... this thread is really growing... haha. i saw it the first day it came out, and i didnt have time to read it... and now.. its 4 pages long, and each post has like a bazillion words to it. its way too much to read.... so ill just start w/ the latest stuff, and sorta forget about the earlier stuff... ill join in in some drawings.....

also.. im really digging that painting beam.... shillouette-licous....
09-13-2004, 02:20 PM#102
Moon_Lunatic
Can't enchanting go in it's own catagory? That's what my mages do, they enchant. I'm gonna update my race with their magic some time today.
09-13-2004, 02:38 PM#103
Muoteck
Could be in own. Its just proposition.
09-13-2004, 04:26 PM#104
Saboera
This sound rather good, i really think enchant should have its own category with 3 subcategory like: Magic items, Artifacts and Relics

Magic items: they are items enchanted by an enchanter (mages), magic items arent that strong but are useful in most cases ex: Burning Plate, flaming sword

Artifacts: Create by the most Powerful enchanters thoses are way stronger than the typical Magic Items ex: Fire and Ice Plate, Ring of X (good spell)

Relics: Rumored to be created by Gods themselve those hold the strongest powers in the world, often heavily guarded ex: Chalice of Immortality

What you think? i say with thoses modifications + Muo Template its should be good
09-13-2004, 06:15 PM#105
Muoteck
How bout this:

Zoom (requires log in)

Things added:
Mimicking - All kind of ways to meld into nearby environment without using magic or special clothes. Examples: Changing skin color, body shape resembling broken branches.
Wonders - Divine 'spells'. Wonders are manifestation of god's powers, granted to priests for their prayers, if they are faithful. For example fireball sent to destroy priest's enemies would be wonder.
Blessings and Curses - Shared by Divine Maging and Enchantment Magic. Long-lasting enchantments over item,. place, person or territory, usisally requires group of enchanters or priests to be cast. Lasts much longer than Arcane spells of protection/negative effects. Examples: curse of bad crops, curse of unhappiness, blessing of rain, blessing of protection from enemy attacks.
Magical Items - Arcane 'enchantments'. Less powerful, but effects can last as ong as enchantmentsm. Also less versatile then enchantments and require more power. Examples: flaming sword, hammer crushing rocks.
Summons - Art of summoning demons ansd other creatures inhabitating other planes. Example: summoning of demon, summoning of elemental.
Monuments - Permanently blessed or ursed buildings, temples, places of faith. Examples: temple which heals all inside, castle making all who enter it leper, indestructible temple.
Artifacts - Enchanted items of great power, permanently affecting user and/or nearby environment. Usually weaker than Relics, but more numerous. Example: banner increasing morale, sword kiling instantly.
Enchantments - all kind of Enchants, usually more powerful than Magical Items. Also enchanted places or regions.
Enchanted Regions - All kind of enchants affecting regions and all objects in region. Example: always foggy mounains, forest from which people can't find exit.
Enchanted Places - Enchants affecting single places or buildings. Examples: house with barrier that stops thieves, tree protecting from rain.
enchanted Items - Enchants affecting items - weapons, tools, clothing. Examples: Flaming sword, ring protecting from missiles, boots which cause pain of legs. Item Enchants are needed to meke Artifacts.
Attached Files
File type: w3mRtCUI.w3m (277.0 KB)