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[Magiclysm] Add seven more spells (+ monsters + lab special) #67914
[Magiclysm] Add seven more spells (+ monsters + lab special) #67914
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Auto-requesting reviews from non-collaborators: @GuardianDll
Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
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What disadvantage does Magus' Mark have to Translocate Self? It's lower level & doesn't require building a gate/finding the basement special with one. |
Magus's Mark only lets you pick a single destination to return to--if you cast it again, it overwrites the previous location, so there's no way to set up a network like Translocate Self lets you do. Edit: I'll clarify that above--I can see how it would look like it's just "Translocate But Better" |
Alright, this should be ready. Feral radiation mage balance is about where I want it for a mage--if you shoot them in the head immediately you'll be fine, if you let them start casting a few spells you're in big trouble. |
Good stuff!! The only change I would like in this is for the teleportation spells to be known to the Dimensionalist Mage profession, since it would be weird for it to not know the spells. The druid spell and the hour an day one could be used by some of the druids professions too, if you feel inclined to give them to them. |
…wilderness professions
I admit I had no idea that there was so many Magiclysm professions! I'll have to be sure to check them in the future when I'm adding more stuff. |
Several of them are fairly new! But yeah, we have a good number of them, more variety is always a good thing. |
Just realized I should have left this up for that change discussed above. |
Adding spells to professions was the last commit I made, so there's no problem |
Summary
Mods "Add even more Magiclysm spells (+ lab special)"
Purpose of change
I still have more spell ideas, and Magiclysm's magical elements need more blending into the pre-Cataclysm world
Describe the solution
Add seven more spells:
Add one microlab special, containing some feral wizards, a scroll of Restore Genetic Stability, and some magical items.
Add two monsters, as above--the feral research thaumaturge (magus spells), and the feral radation mage, which hurls radioactive gas around and summons zombies (because you need to be an animist to be a radiation mage).
Describe alternatives you've considered
Testing
Spells all do what I want them to. Magus's Mark accurately only allows a single location and future castings overwrite that location, Carrion Feast lets you eat rotten or raw meat without a problem, you can see through the eyes of watcher spirits if you're close enough, Beguiling the Savage Beast tames animals, and Knowing the Day and the Hour would be amazing if smartphones didn't exist.
Feral research thaumaturges and radiation mages show up occasionally in labs but pretty rarely.
Additional context
I'm planning on including even more everyday connections to the pre-Cataclysm magical world in the future--XEDRA would absolutely have used magic during their experiments.