4.1 PARTIAL SKILL LIST

Concentration: When a spell is cast on an individual, it continues draining a small amount of mana from the caster as long as the spell is active. The caster may choose to cancel active spells they have running on people at any time. The spell will also deteriorate in effectiveness upon the target (as well as the associated mana cost) over time. The concentration skill dictates how many spells the caster can have going at one time. Another option is to have 'buffs' take up a certain amount of your 'concentration pool' (as DAOC did it). Higher skill in 'concentration' would allow someone to be able to have more 'buffs' running at once. The buffs take no mana to cast. The caster may be able to have (for example) six buffs running at once. They could give each person in their party one buff, or one person six buffs. This has the added nifty side effect of getting rid of 'buff beggars' - those annoying people who believe you have nothing better to do with your time than to buff them. Another added bonus is that you don't have to keep breaking up your routine 're-buffing' people whose 'buffs' have left - once the group is buffed up, you are done until you or the target dies. If the target dies, they must be 'rebuffed'. If you die, all of your 'buffs' go away and everyone must rebuff.

Duration: Dictates how long spells last before they begin to deteriorate. If concentration was used on buffs, this would apply purely to hostile magic: snares, rain AoE spells, etc. I would want a different skill for duration on item effects - perhaps even have different categories of items that use different skills to prolong the duration.

Recovery: How quickly someone regains lost health. Note that this is independent of magical healing - this is strictly your bodies ability to heal itself.

Magical range: Range on spells is increased via this skill. Having 40%

in the skill would (for example) increase ranges on spells cast by 1.4.

 

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