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PostPosted: Sat Jun 19, 2010 7:47 pm 
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dont think there working properly,,, i got people to cast on me and i casted on other people.,. same result,, doesnt work..

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PostPosted: Mon Jun 21, 2010 3:10 pm 
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They've always been spells that rarely worked, which always irked me a bit. Not a bug though, but how they're designed by default.

So if enough people agree they don't like this, we can recode what they do.

Basic idea:
Make mana drain destroy a set % of mana of the target?
maybe resistable/negated through skills?

Mana vampire - destroy mana from drain and gain health equivalent to it(or maybe a ratio of it)?

Gimme your suggestions


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PostPosted: Mon Jun 21, 2010 3:21 pm 
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My 2 cents:

mana drain:
----take a random amount of mana between say 10 and 40.
----Able to cast at the same skill as the rest of the circle it's in (I cant remember what circle)
----At GM resist someone would have a 50%chance to resist the spell.
--------At 0 resist someone would have a 0% chance to resist the spell. All other skill levels would be linear within 0 and 50%.

Mana vamp:
----takes same mana as mana drain
----Able to cast when other circle 7 spells can be cast
----returns mana to the person casting it at a 2:1 ratio....So if 30 mana was drained, then 15 mana would be given to the caster.
----resisting works the same as mana drain


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PostPosted: Mon Jun 21, 2010 6:51 pm 

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i think for mana vamp if it fails it should take away a large amount of mana, because if not people will be casting that spell allllll day

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PostPosted: Mon Jun 21, 2010 7:07 pm 
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it also needs to turn the caster criminal...but that probably goes without saying......


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