Rife Magic System

Well, I used govannon to teach Hemah all relevant lvl 1 spheres and easily reached master of law/sun, mind/spirit + force. Yet somehow it doesn't let me upgrade him to Master of divination. Is that a bug?
 
Did you check if it's autoacquired? (I don't think it is...)
 
Did you check if it's autoacquired? (I don't think it is...)


No, its not. I have master of law/sun, etc... and force III. Force III is supposed to automatically grant you force mastery promotion, yet it does not..
 
That's strange. :think:

You'll have to wait for one of the team members to come online, in the meanwhile you can add it using the WB.
 
That's strange. :think:

You'll have to wait for one of the team members to come online, in the meanwhile you can add it using the WB.


I will, thank's. Just to clarify: I upgraded force, law... etc.. Then I lvled up the archmage and did not see a 'master of divination' promotion available. I did not expect to get it automatically :)
 
Apparently the chart is wrong. According to the XML, Divination requires master of Creation, while Force leads to Alteration.

I've fixed the chart.



That's a bummer. Btw, is the new magic system going to be similar to mom?
 
Depends on what part you're looking at; Both systems were designed at pretty much the same time (I posted some of my ideas several days before Sephi announced his, but he was already developing them; Just coincidence), and share several similarities due to a common inspiration... Pretty much every fantasy game ever made, really. :lol:

However, the specifics will vary greatly.

  • MoM has spell techtrees; We will not. Rather, we preserve much of the current method of unlocking spells, we simply shift the balance from individual mana type to spell school (IE, Elementalism, Necromancy, etc). This allows us to have varying numbers of spells per mana type if necessary, as well as letting us remove prereqs; You will not be forced to take Blaze to take Fireball, for example.
  • MoM radically changed Summons... In a very bad way, IMO. Summons are meant to be created on the frontlines, and thrown into the fray. Not to be summoned in the capital and kept out of combat. In RifE, we will be introducing a Willpower stat, and making all summons permanent. The amount of Willpower a mage possesses determines the number of summons he can control simultaneously; Go over your limit, and they will turn on you, rather than simply be desummoned (which will happen if you run out of mana).

There are other differences but they involve unannounced things. :lol: You can read all the public information here: urlremoved/rife/blog/2010/08/05/magic-revisited/
 
Xivan T'Nava I believe

If the Amurites have a charismatic leader (I don't think so), take him.

Also remember to attach a Great Commander to your archmage. That's all I can think off atm.

Don't get your hopes up to high though, Omnipotence requires a crazy amount of promotions (Lvl 80 without Govannon, see here)
 
Nope, this only works in Wildmana (but not in MoM which has already abolished Omnipotence) where you get free spellbooks from mana guardians.
 
Nope, this only works in Wildmana (but not in MoM which has already abolished Omnipotence) where you get free spellbooks from mana guardians.


I see, thank's. Btw, in the new magic system of Rife, will there be spells powerfull as those received at 'master of' levels in the current system?
 
Yes. The new cross-sphere spells will fill that role, but will be limited to the school that your mage specializes in.

Example: Say your mage specializes in Elementalism. You take Fire3 and Air3 (though those names will be changed). He automatically gains a new cross spell, Firestorm. Think Maelstrom, set on fire.

Cross spells will always be gained automatically if you meet their requirements, as they represent combining different spells. They will always* come from one School (IE, Fire and Air, but no Fire and Creation).


*Exceptions may or may not include Metamagic (which is not in any school and thus a good candidate for allowing some exceptional spells), and civ-specific spells (Fire+Death = Summon Pyre Zombie for Sheaim, etc; These will absolutely be limited to Palace Manas).
 
*Exceptions may or may not include Metamagic (which is not in any school and thus a good candidate for allowing some exceptional spells)

I need the following to be said, and it looks like I'll be the one to say it. :crazyeye:

With "Meta" being, a "prefix used in English (and other Greek-owing languages) to indicate a concept which is an abstraction from another concept, used to complete or add to the latter" (From wikipedia) Metamagic absolutely should be able to combine with other spell types (If not all of them, for balance reasons). It not being able to do so would be a crime against its very essence. Rar. Rarrr.

Sorry. Thank you. Blargh. Metamagic. I think I need to go have a lie down.
 
I prefer crossover spells, they are more fun and passive bonuses are usually either useless or so crucial that taking them becomes more or less obligatory.
 
My thoughts as well.

Comes down to ideas and a matter of scale, however. There are 20 mana types (ignoring Meta). Possible combinations here are more or less 20!, which is 2432902008176640000. That is NOT happening. :lol:

Cutting it down to a max of two involved spheres (excluding Meta) and only spheres in separate schools, we trim it down to 150.

If we do what we are with standard cross-spells (a sphere may have a cross spell with two others in it's school, and not with the other two; Based on a chart. IE, Fire + Air or Earth, but not Water or Ice) and apply that to schools (such that one school could have a cross spell with two others, but not with the fourth), we have 100.

If we also limit the number of spheres in another school to which a sphere may combine with to three (IE, Fire + Death, Chaos, Entropy but not Shadow or Dimensional; Limit resets for the next school), we have 60.

Which is STILL too large a number!

My point is this: Either it needs an incomprehensible amount of rules, or would be arbitrary in which spheres are linked.
 
Yes. The new cross-sphere spells will fill that role, but will be limited to the school that your mage specializes in.

Example: Say your mage specializes in Elementalism. You take Fire3 and Air3 (though those names will be changed). He automatically gains a new cross spell, Firestorm. Think Maelstrom, set on fire.

Cross spells will always be gained automatically if you meet their requirements, as they represent combining different spells. They will always* come from one School (IE, Fire and Air, but no Fire and Creation).


*Exceptions may or may not include Metamagic (which is not in any school and thus a good candidate for allowing some exceptional spells), and civ-specific spells (Fire+Death = Summon Pyre Zombie for Sheaim, etc; These will absolutely be limited to Palace Manas).


What about some tier, say 5 spells, which require two in-sphere spells + meta. For instance, as you said Fire/Air + Meta. Or alternatively that meta-III is an automatic upgrade for combo spells. Just a thought.
 
It's my preferred implementation, just so you know. :p

The other method would be passive buffs to the mage, enabling him to use other spells more often and to greater effect. Still fits the role of "complete or add to", but not as much fun. :p



You mean meta used to unlock upgrades like twincast?
 
What about some tier, say 5 spells, which require two in-sphere spells + meta. For instance, as you said Fire/Air + Meta. Or alternatively that meta-III is an automatic upgrade for combo spells. Just a thought.

Nah. I'd rather just have cross-school spells, but we have to pick them all individually. We can't just have all spheres linked to others, or anything along those lines.

You mean meta used to unlock upgrades like twincast?

More like promotions which increase the Mana Capacity, Willpower, etc.
 
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