Swinkscalibur
Prince
A mod for ffh2 was brought up as a possible addition to RifE, the problem being that RifE has four additional spell spheres. One per area. Valkrionn was looking for suggestions of how the mod could be altered to be both balanced and fit RifE.
Here is my suggestion:
- Drop the "minor" master promotions altogether (as it stands they give effects not spells, further expansion of magic will likely include cross sphere spells anyway)
- Roll the effect of each "minor" master promotion into the master promotion for each area.
Ex) Changed - Master of the Elements:
- requires Air III, Fire III, Water III, Earth III, Ice III
- requires Level 12
- gives 1 fire combat, 1 movement, healing while moving, 25% withdrawal chance, and 1 strength
- a minor effect related to the ice sphere - perhaps double movement on tundra, ice, snow
Ex) Changed - Master of Alteration:
- requires Body III, Life III, Creation III, Enchantment III, Nature III
- requires Level 12
- gives +30% combat, 2 first strikes, Heals extra 20% everywhere, Double movement in forests, +1 strength
- a minor effect related to the creation sphere - perhaps an additional casting (maybe +x% to miscast)
My thinking here is that the extra spell sphere in each area already represents an increased promotion requirement for the Master promotion. It would be unfair to essentially increase the promotion requirement by 4 (if you required an Ice Mastery as well as Earth and Wind, and Water and Fire). This way we have a net increase in promotion requirements of Ice I, which is easy enough to earn for free with an extra Ice mana.
Here is my suggestion:
- Drop the "minor" master promotions altogether (as it stands they give effects not spells, further expansion of magic will likely include cross sphere spells anyway)
- Roll the effect of each "minor" master promotion into the master promotion for each area.
Ex) Changed - Master of the Elements:
- requires Air III, Fire III, Water III, Earth III, Ice III
- requires Level 12
- gives 1 fire combat, 1 movement, healing while moving, 25% withdrawal chance, and 1 strength
- a minor effect related to the ice sphere - perhaps double movement on tundra, ice, snow
Ex) Changed - Master of Alteration:
- requires Body III, Life III, Creation III, Enchantment III, Nature III
- requires Level 12
- gives +30% combat, 2 first strikes, Heals extra 20% everywhere, Double movement in forests, +1 strength
- a minor effect related to the creation sphere - perhaps an additional casting (maybe +x% to miscast)
My thinking here is that the extra spell sphere in each area already represents an increased promotion requirement for the Master promotion. It would be unfair to essentially increase the promotion requirement by 4 (if you required an Ice Mastery as well as Earth and Wind, and Water and Fire). This way we have a net increase in promotion requirements of Ice I, which is easy enough to earn for free with an extra Ice mana.