Post by Caoineag on Apr 27, 2010 2:09:20 GMT -6
Meta magic
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Meta magic would be an addition to the basic combat menu options, and would allow specific minor alterations to how spells work (at a generally increased mp cost).
Not every spellcasting class would necessarily receive every possible metamagic ability, and at most one meta magic ability can be applied to a spell.
Ease-of-use
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If 'meta magic' were added as an additional primary combat menu option, the total number of menus you have to go through to cast a spell can be optimized. In many cases, metamagic spells will not require any more menus than casting a spell normally.
magic ------> fire ---------> area -> # [normal spell use]
meta magic -> expand -------> fire -> # [area is implied]
meta magic -> explosive ----> fire -> # [single is implied]
magic ------> demi ---------> # [normal spell use]
meta magic -> counterspell -> demi [no specific target]
Other comment
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In general, the idea here is not to just give even more choices to mages, but rather to provide a perk for mp builds now that magic potions somewhat reduce their impact.
Sure, any build can potentially use meta magics, but note that an 'expanded fire 3', for example, costs more than a nuke. That's not the kind of mana you can toss about casually. MP builds not only can use these kinds of spells more often before running out, they require fewer meditations to continue using them in drawn-out fights.
Willpower builds still trump them in damage, of course, as none of these abilities significantly increases damage.
========
Meta magic would be an addition to the basic combat menu options, and would allow specific minor alterations to how spells work (at a generally increased mp cost).
Not every spellcasting class would necessarily receive every possible metamagic ability, and at most one meta magic ability can be applied to a spell.
- expand [spell]
For 3x the normal casting cost, expand the area of an elemental spell; lit will target three columns centered on the target, fire will target three rows centered on the target, ice will target a 5 x 5 square.
This has no effect on non-elemental spells.
Comments: Arguably the most powerful, and perhaps not the best meta to start off with, however those that pine for the old area of ice spells or wince at the rarity of a good lit or fire spread may appreciate having this expensive option. - maximize [spell]
For 1.5x the normal casting cost, the random portion of a spell is maximized (e.g. fire 1 would always do willpower+15 damage).
This has no effect on spells without random numeric effects.
Comments: This is mostly only useful in the early game, before the willpower multiplier renders the random damage trivial. A studious mage, however, will know exactly when those few random points will make all the difference.
This may also be of some use to a non-traditional mage with a willpower-light build.
Either way, if you keep precise running totals of enemy hp in your head, this ability is for you. - economize [spell]
For 0.8x the normal casting cost, the random portion of a spell is eliminated (e.g. fire 2 would always do willpower*2 damage).
This has no effect on spells without random numeric effects.
Comments: As the gap between tier 1 and tier 2 damage rises, mages increasingly find themselves overkilling enemies with expensive spells rather than wasting two turns casting weaker ones.
This ability provides a less wasteful alternative for such a situation. - counterspell [spell]
For 2x the normal casting cost, prevent enemies from using a spell you can cast for one round. This ability costs an additional 1x for every enemy spell blocked after the first.
This has no effect on spells cast by bosses.
Comments: The main use this would probably see is the prevention of demi by great mummies and the prevention of rub by evil spirits, however it could justifiably be used whenever large numbers of spellcasting enemies are encountered.
Specifically, it provides a marginal use for ice spells in the Ice Caverns, particularly for any rangers or red mages that have low willpower anyway.
Generally speaking, though, only large parties can afford to have one character do nothing offensive (and potentially do nothing defensive) in a round. - infectious [spell]
For 2x the normal casting cost, a status spell becomes 'infectious'. At the end of every round, enemies directly adjacent to enemies affected by this spell have a chance of acquiring the relevant status (and spreading it in subsequent rounds).
This has no effect on spells that do not cause negative status.
Comments: Mainly useful for level 2 status ailments, however it could arguably save a turn if used with a level 3 status ailment on a titan with a titanic neighbor. Of course, you could wind up spending 70% of the cost of pearl for no result at all. - quicken [spell]
For 3x the normal casting cost, increase the user's initiative by 50% for the round the spell is cast (this affects turn order, but not evasion).
Comments: 3x is a pretty steep multiplier, but for a spellcaster that skimps on agility, it may be their only option to avert disaster. - delay [spell]
For 1.25x the normal casting cost, the casting of a spell is delayed until the end of the round.
Comments: This is an excellent metamagic for healstorm, as it can be delayed until after all enemies have dealt damage, minimizing 'overheal' waste. Of course, if they aren't healed to full, they probably can't wait until the end of the next round to be healed again...
It also finds some use in buffing or curing dragoons that jump constantly (as the spell would take effect after they've landed), for healing eaten comrades on the same turn they are recovered, or for ensuring a cure spell is not prematurely cast when an ally is using life 1.
In combination with a high agility build, a healer using this ability becomes quite versatile. - explosive [spell]
For 1.25x the normal casting cost, distribute the overkill damage of a single-target spell to any enemies immediately adjacent to the target.
This has no effect on spells which do not directly cause damage. Any secondary effects of a spell are not applied to the adjacent enemies, and overkill damage applied to adjacent enemies is not subsequently redistributed to anyone.
Comments: An alternative to 'economize' for the conservationally minded mage who values damage per turn over mp use per damage. Feel less guilty about pearling and nuking small enemies!
Note that unlike area spells, this does not potentially result in more damage than the original spell; the excess damage is merely redistributed.
Ease-of-use
------------
If 'meta magic' were added as an additional primary combat menu option, the total number of menus you have to go through to cast a spell can be optimized. In many cases, metamagic spells will not require any more menus than casting a spell normally.
magic ------> fire ---------> area -> # [normal spell use]
meta magic -> expand -------> fire -> # [area is implied]
meta magic -> explosive ----> fire -> # [single is implied]
magic ------> demi ---------> # [normal spell use]
meta magic -> counterspell -> demi [no specific target]
Other comment
---------------
In general, the idea here is not to just give even more choices to mages, but rather to provide a perk for mp builds now that magic potions somewhat reduce their impact.
Sure, any build can potentially use meta magics, but note that an 'expanded fire 3', for example, costs more than a nuke. That's not the kind of mana you can toss about casually. MP builds not only can use these kinds of spells more often before running out, they require fewer meditations to continue using them in drawn-out fights.
Willpower builds still trump them in damage, of course, as none of these abilities significantly increases damage.