Halls Hopper
Posts: 80
Joined: Sunday, 25th May 2014, 04:23
Fixing Poison Magic
That's... kinda a problem.
So, how do you encourage people to actually use Poison Magic?
Firstly, we need to know the two core issues with Poison Magic:
1: A lot of monsters [Undead; Unholy; Blobs; several beasts] are immune to it. RPois is too prevelant to make Poison Magic worthwhile.
2: No endgame spells
So, clearly the solution is to add new spells to Poison Magic which encourage it to be leveled; while allowing it to not be completely useless against everything. Luckily; there is a damage type which would fit into Poison Magic while fixing this problem.
Acid.
To make up for the lack of resistances to Acid damage, either the spells can have lower power or be of higher levels, but I think adding Acid-based spells into Poison Magic would fix the school. Aside from the obligatory Acid Bolt [Or Arrow/Shot] and Acid Cloud spells that could be added, you could do things like a 'Jelly Form' spell which is Poison Magic/Transmutations. There could be a spell which deals both Poison and Acid damage as well perhaps as a Lv9 spell in the vein of Glaciate [Perhaps something like covering the ground in a toxic; acidic ooze?]
I think adding these sorts of spells would encourage people to use Poison Magic for more than just Meph Cloud. Which opens up new styles of play to multiple races; particually those with high Poison Magic aptitudes; such as Nagas; Octopodes and Formicids.
And of course the Snake Pits could be made harder by having the stronger Naga Mages use Acidic spells.