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///Magic in Combat\\\

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Shrap
Jun Member 2011

Shrap

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This is the guide, made by I and only I, to show how magic should be used in the public sphere of role-play combat. You don't have to follow this, even though you should. Let's immediately start.

- Magic takes time and practice to learn. You can't just know how to do any type of magic because you have the runes for it.

- Magic is exhausting. If you do a lot of it, you will pass out and keel over.

- Magic requires the use of runes and the majority of the time it needs something to help syphon or funnel it properly, such as a wand or staff. You can only not use runes for role-play combat if your character has been studying this type of magic for decades at a time, and then, it only works for one type of magic, such as fire, earth, water. Just one.

- Magic can be a lot easier learned and developed depending on race, but it still takes time.

- Magic has to be charged in a very easy, common way of deciding it. They go in tiers decided by simply being tier 1 for strike and tier 5 for surge. Ancient magics are just converted in the same tiers, such as 5 being a barrage.

- You can not do somersaults and backflips and dives while charging magic. If you do this, the concentration needed to charge magic is broken. You can easily sidestep or slowly step forward or back while charging, but it might halt the charging progression. If you hurt, it doesn't help charge magic.

- Just because you made a magic character for a battle, doesn't make them immediately know everything maybe another character of yours knows.

- Ancient Magic is not well-know, neither is most magics besides the regular spellbook.

- Armor conducts magic. Do not be a mage in full armor, or you will fry yourself. Mithril is the only armor that is slightly good with magic, but even it doesn't take the entire conducting away.

- Please don't insta-charge magic except in private plots or if it is cool with the opposite person you are role-playing with.

- Magic can be fun, let it be fun.

23-Jun-2016 06:24:03 - Last edited on 23-Jun-2016 06:26:22 by Shrap

Startraphell

Startraphell

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I have one word to add to this: Elementium.

You said that Mithril is the only metal that can mildly conduct magic. Elementium is also a metal.
"I am true divinity! I am the father of nations and peoples! I am the thing you merely pretend to be! I am God, and I am King, and you can never defeat me!" ~Galath, Infinity Blade

23-Jun-2016 07:19:55

John McAfee

John McAfee

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Hazbollah said:
Decent but we already have magic guides - none of this is new information.


My assumption is that this was posted to refresh the minds lf some people. People who could definitely be updated on the info. All in lieue of a pitiful event. In any case, as my doctorate in both rsrp magic and erp permits, I say a lot of people could do with reading this and educating themselves.
"Good maps make good plans."

23-Jun-2016 08:03:31

Delemis

Delemis

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John McAfee said:


All in lieue of a pitiful event.


MAGIC SPELLS DON'T MELT STONE WALLS.

GIVE US THE TRUTH.
The ending of the words is ALMSIVI

23-Jun-2016 08:07:19 - Last edited on 23-Jun-2016 08:08:43 by Delemis

Lorelei

Lorelei

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There are a couple things wrong with this guide:


* There's no lore backing behind Mithril being any good for magic.

* The whole you can only circumvent runes if... thing is lacking: the Lunar clan doesn't use runes. Neither do Elves, Mahjarrat or Gnomes.

* The whole magic conducting armor thing. That's purely fanon, and it doesn't make an awful lot of sense, just as how leather repelling magic doesn't make an awful lot of sense unless you're looking at dragon-leather.

* Mages moving while performing magic: people don't do back flips and somersaults in combat anyway. For obvious reasons. They can, however, kite the **** out of you. For one: they teleport, immobilize or slow you with some sleight of hand and then just freecast on you until you die.


The combat triangle really doesn't seem to be all that literal. Mages vs EveryoneElse is a big debate in other RP communities and it's pretty much been established that the reason why melee units get merked by wizards is because melee combatants have to reach the mage before getting obliterated, which is the hard part. If you do reach them, then they're pretty much history.

The reason that rangers counter mages is simply because they're mobile units with long range capabilities, along with having the whole stealth and ambush thing going for them, not to mention the fact that most mages don't wear armor. Rangers can also counter melee units with the help of different type of arrows and bolts, on top of being far more mobile and versatile than magic-based units.

To fight as a mage, all you have to do is look up a PVP video, and it's all right there. PvPers keep in mind the kit and use it to their full advantage. Not saying that everyone can do it, but a seasoned war mage is going to be able to do it. Without even breaking concentration. At some point, performing magic while doing something else becomes a lot like chewing gum while walking.
I am going to break your arm so that the bone juts out and then I will stab you to death with your own insides. I will win this chess game, is what I am saying.

23-Jun-2016 15:42:45 - Last edited on 23-Jun-2016 15:53:35 by Lorelei

Role-Player
Aug Member 2019

Role-Player

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Mages, ideally, should be really weak in close combat, while they should be able to decimate at long range. Making like ... a mage-tank? Is OP, I think.
„¬°´˜“
And my sax.
“˜`°¬„

23-Jun-2016 15:48:29

Lorelei

Lorelei

Posts: 527Steel Posts by user Forum Profile RuneMetrics Profile
Role-Player said:
Mages, ideally, should be really weak in close combat, while they should be able to decimate at long range. Making like ... a mage-tank? Is OP, I think.


Sucks to suck, then, because they're totally canon. However, humans capable of magic are something like 10 or 15% of the population. To also note: there's little point in making a mage tank, because you can teleport and kite people forever. Plus, it would require additional training, making them even rarer.

The lifespan of your average war-mage is likely incredibly short, much like that of your average long-bowman. Where bowmen are concerned: their spines warp and they eventually become crippled. Using magic would instead probably just drain you and rush you towards an early death, or usher you in the direction of madness. You might be a legend, for a time - a terror on the battlefield! - but you'll eventually become the next Melzar.
I am going to break your arm so that the bone juts out and then I will stab you to death with your own insides. I will win this chess game, is what I am saying.

23-Jun-2016 15:58:51 - Last edited on 23-Jun-2016 16:04:36 by Lorelei

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