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Re: Moonie Reqs on 08/01/2000 03:42 PM CDT
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I see everyone pointing a single spell, not to their use of magic as a whole.

I will use an example I have used in the past...

If a guild has only 1 spell, and only one spell, and that spell is called "End of Creation" or some such. Its purpose is to slay anything with say a 10 mile radius, including themselves.

Now, this guild's main purpose is to maintain the purity of life, not take it. Let's say its more of a combination Pali/Ranger/Cleric type guild. Their primary skill is combat for whatever reason, and magic is actually considered beyond tertiary, since they have only the one spell.

Now, they do not get this spell till 5th, and at that point, it will slay any single creature they aim it at, and it grows in strength from there.

Does this make their magic stronger than ours? No - they have one spell, and a pretty unbalancing one at that. They have to wait longer to get their spells, and have really no use for the spell unless they are in combat. It has no uses other than to kill, which if used often enough, makes the person casting it actually go against the edict of their beliefs.

Now, the above was just an example, and in no way a comparison to the ranger guild, or the HB spell. Now the spell I suggested is an awesomely powerful spell, and almost anyone would be afraid of being hit by it. It has an auto-kill effect, making it in essense more powerful than any single spell at minimum cast has in any other guild.

That still does not make it a more powerful magic guild. The power or effect of the spell is not what defines what is magic primary, or tertiary. Yes, HB is a powerful spell. Yes a magic tertiary guild has it. We however, have a more numerous and more powerful spell complement as a whole, which is what makes us magic primary. They also have skill upon skill they have to get on top of their magic reqs, namely combat skills, that we do not.

Who is stronger - The guy with the single bomb - or the guy who has 10 slightly smaller ones?
A hint: If you blow it with the big bomb, what do you have left to throw?


Tribanin
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Re: Moonie Reqs on 08/01/2000 04:01 PM CDT
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We can NEVER get trophy skins, Except by some act of divine intervention, Yet they can get the two most powerfull offensive spells in the game (HB insta kill, Swarm..Can't run from and only warrior mages can defend (well without use of rune/scroll))


I have played all types of RP games over the years, and one thing that I never could understood. Where does it say in the rule book, that when you know your outgunned, you have to stand out in the open and die? Keep in mind, you can't be hit, if you can't be seen.

If you want to stand toe to toe in combat with someone of equal circle and skill, a Moonie is most often not going to be the victor, if his goal is to pound away at their opponent. We are not a combat guild, never have been, never will be. You can learn to better yourself above what is required to make that statement untrue, but that will be the case for individuals, not the guild as a whole. Moon Mages have never been considered to be the ones who stand at the front and blast foes from a distance. As unfortunate as that may be for some, we have War mages <ponders the term WAR in that title> who are trained to handle that.

If you are waiting for the Moon Mages to get the all powerful spell of destruction to rival guilds who are considered combat primary, stop. It isn't going to happen. We have combat spells, yes. We almost have to, in order to survive. Survival however, does not make you the victor in combat, unless you happen to be the only one left standing. We have better utility spells, the only travel spells to speak of, and some fairly decent combat and defensive spells.
We can send out thoughts without the aid of a device, travel great distances, help or hinder ourselves and others by way of prediction, upon death, we can move ourselves away from desolate areas where aid does not exist, we do not have to move room to room seeking better mana, cook flesh to the bone, move objects with our minds, and we don't have to look like walking scars in order to circle. This, is what makes us magic primary, not the killing strength of our spells.

We do have another thing that exists in all guilds - the ability to learn that which is not required to help us make up for things that one might see as a weakness.

<grunts> <g>

Tribanin
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