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Should we use the magic system that Bloop has?

Yes
- 2 (100%)
No
- 0 (0%)

Total Members Voted: 2


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Author Topic: Marga Mage's Guild  (Read 5358 times)

Glass

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Re: Marga Mage's Guild
« Reply #60 on: February 28, 2018, 08:07:42 pm »

Some people have inborn magic - "golden" magic. The use of yellow magic for the creation of channeling magic allows anyone to do so, and since we're also implementing a manner for us to directly access magic through pieces of elementals, the barrier for entry will be lowered even further. However, let's also just assume that all the players have enough golden blue magic to be able to use magic naturally if they are desire, for convenience's sake.

As for weather, let's make it cloudy today.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

RoseHeart

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Re: Marga Mage's Guild
« Reply #61 on: February 28, 2018, 09:25:26 pm »

Quote
As for weather, let's make it cloudy today.
So long as it is posted in the thread by a Wizard at some point..

Edit: Perhaps certain weather makes certain crystal colors glow, so they can be found.
« Last Edit: February 28, 2018, 09:39:20 pm by roseheart »
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bloop_bleep

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Re: Marga Mage's Guild
« Reply #62 on: March 02, 2018, 01:09:32 am »

I'mma go ahead and notify the Ranger's Guild as to my magic system, since no-one seems opposed....
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RoseHeart

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Re: Marga Mage's Guild
« Reply #63 on: March 03, 2018, 05:05:48 pm »

I would like to no longer be listed in this guild list.

On an unrelated note,

Spoiler (click to show/hide)

The rangers guild creates new animals, so it would be best, assuming this is to be considered an official communication, to have talks about what natural resources you need seeded, and the animals be decided by the rangers.

Is there any particular reason you:
-need a 'dedicated' magic biome? Why not all biomes have some magical elements?
-need elementals? For example we recently created a canaries like monster, perhaps its' feathers could have special properties (they are the most common, and currently only, monster at the currently explored mountain cave biome.

If you have a desired animal the rangers can vote on it, but I do not see any reason you must have any certain animal.
Of course if you do have strong feelings about it, I'd suggest also being a member of the Rangers.
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Glass

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Re: Marga Mage's Guild
« Reply #64 on: March 03, 2018, 05:45:48 pm »

Let's say that yellow elementals are basically mechanical automatons. Also, that elementals can come in a variety of different strength levels.

Let's make the yellow elementals for this quest be mechanical hawks. Certainly dangerous, and probably a pain to actually catch, but fragile, and unlikely to deal particularly long-lasting damage.

My suggestion: you need to find one of their "nests", so that it can't retreat. From there, it's a relatively simple fight, and while you'll have sustained a bit of damage, there will be the necessary loot, a 24% chance of an intact body, and a 1% chance of catching one alive.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

RoseHeart

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Re: Marga Mage's Guild
« Reply #65 on: March 03, 2018, 06:20:26 pm »

You are still overstepping unfortunately. Which is not a big deal. Let me clarify.

The rangers make monsters

There.

Unless you have some reason I cannot fathom for why you NEED to do the RANGERS job. Just clarify the ingredients you need.
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Glass

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Re: Marga Mage's Guild
« Reply #66 on: March 04, 2018, 12:53:00 pm »

Second, you need to design a Yellow Mana Elemental, which is going to spawn in the magical biome. It shouldn't be too hard to kill; basically any schmuck who knows what he's doing and has a weapon and preferably a shield of some sort can kill it no problem. Make it so that a character would be able to harvest the following from its corpse: 1 yellow mana crystal, 5 units of astral dust, and a 25% chance of an elemental shell. We'll think of more magical creatures later, including other types of mana elementals, but this is the most urgent thing because there is a quest we want to use that requires them to be present. The quest is simply to trek into the magical biome and kill a yellow elemental, harvest materials from its corpse, then bring them back. Cost and reward are up to you. Just keep in mind that this is supposed to be an entry-level magic quest and that the player will probably have to spend 3 gold anyway on a sword and shield, so try not to make it too inaccessible.

We were asked to make the yellow elementals. That's why I made them. Ok?

Anyway, if I could get a picture of the map we're using with the nearby biomes on it, then I could help with where the magic biome should be.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

RoseHeart

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Re: Marga Mage's Guild
« Reply #67 on: March 04, 2018, 06:09:25 pm »

Let me see if I understand everything you need:

The Mages need the Rangers to seed:
A new creature that drops:
  • 1 yellow mana crystal,
  • 5 units of astral dust,
  • and a 25% chance of an viable (solid) corpse object. (which you will define magical properties for)

As no reason was given for the 'magical biome' I will assume is not essential. And that we can seed the creatures in the biomes we will be creating normally, rather than a strictly dedicated one.

And this creature will be part of a set of "crystal dropping" animals/monsters. So a thematic connection is desired. This yellow one is common, and perhaps others will be varyingly less so.


Did I summarize everything efficiently for my guild to take it from there, or are there any essential details needed?

We await your response with baited breath.
« Last Edit: March 04, 2018, 06:12:46 pm by roseheart »
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Glass

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Re: Marga Mage's Guild
« Reply #68 on: March 04, 2018, 07:03:30 pm »

The Rangers needed us to make said new creature. Which is roughly what I did.

If we're doing a magic biome, I need to know what the map currently looks like. Otherwise, nothing else should be needed.

EDIT: I'm dumb and didn't realize that Bloop is our liaison. 

If someone could get me a reason for a magic biome, that'd be great. As it stands, I'm more of the opinion that we should associate certain types of magic with certain biomes, with yellow magic just kinda being everywhere, and especially around ruins or something like that
« Last Edit: March 04, 2018, 07:08:11 pm by Glass »
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

RoseHeart

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Re: Marga Mage's Guild
« Reply #69 on: March 04, 2018, 07:59:28 pm »

What does yellow symbolize?

(Ruins request noted)

What do ALL colors symbolize?
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Glass

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Re: Marga Mage's Guild
« Reply #70 on: March 04, 2018, 08:22:27 pm »

Smoke Mirrors and I set up a magic system a while ago for Necrothreat; we could use it for mana types. The basics are here, and some add-ons are here.
If you have any questions, just ask.
Just go to the links in the above quote for the details.

The short version: red and yellow are two different types of enchantment (passive v. active), blue is metamagic, purple is mind stuff, is alterations to things that already exist, grey is creating stuff from magic ("white" and "black" subdivisions are healing and combat respectively), indigo is scrying and such, violet is anti-grey and destroys indiscriminately (STAY AWAY FROM IT), and "golden", "silver", and "bronze" are ways you access magic (have it inborn, harness it from the environment, or receive it from someone/thing else, respectively).
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

RoseHeart

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Re: Marga Mage's Guild
« Reply #71 on: March 04, 2018, 09:27:19 pm »

Red: Persistent Enchantment
Orange: Protection (anti-magic)
Yellow: Triggered Enchantment
Green: Physics
Blue: Modify other magic
Indigo: Knowledge
Purple: Mind
Violet: Powerful and dangerous to caster
Grey: create
-White: restoration
-Black: volatile

Edit: swapped red/yellow as clarified
« Last Edit: March 05, 2018, 02:00:32 am by roseheart »
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Glass

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Re: Marga Mage's Guild
« Reply #72 on: March 04, 2018, 09:36:10 pm »

You got yellow and red backwards. A good way to explain it, in my opinion: red gives you a sword that's on fire, yellow gives you a sword that shoots fireballs.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

RoseHeart

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Re: Marga Mage's Guild
« Reply #73 on: March 04, 2018, 09:42:17 pm »

Alright.
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RoseHeart

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Re: Marga Mage's Guild
« Reply #74 on: March 05, 2018, 06:14:21 pm »

We will make the monster, but you should check in with the Inventors for approval on these ingredients.



It is not up to me but I will casually suggest that 'gems' might be a better name than 'crystal' for a basic ingredient that will be mentioned regularly. I however will continue to refer to them as crystals to my rangers for now. As that is what you have chosen and I will respect that.
« Last Edit: March 06, 2018, 01:40:23 pm by roseheart »
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