Username: Speed demon Zack, Sinali, Shard, Alaric
Suggestion Idea Name: Signature spell Clarifications
Suggestion Idea Name: Magic fusion
Suggestion Idea Name: Signature spell Clarifications
- Suggestion Details:
I am a staff member and I am still not 100% clear on signature spells. There appears to be little to no explanation as to what they can do or any information as to their limits.- Current Description:
A Primary Signature Spell is a basic spell that the user has become entirely comfortable with and can cast effortlessly without any mp cost. It can only have 1 effect and must be following your primary magic. As you rank up, the spell simply grows in power but does not gain any additional effects. A mage only has 1 Signature Spell slot to start off with, but weapon/armor slots can be given up and replaced with additional Signature Spells. The power and rank of a Signature Spell is related to the power of weapons.
The signature spell slot does not take away from the primary spell slots.
The signature spell that you have corresponds with your rank. If you want more signature spells, you can give up weapon/armor slots and they have to follow the weapon rules. Which means no 2 signature spells or weapons of the same rank. ( extra clarification: this means you cannot have 1 weapon of artifact level and 1 signature spell of artifact level either. )
The bit on weapon slots has lead to some confusion as well and could do with some tidying up. After talking to Zeno my understanding is this:
If you have a weapon slot occupied e.g. an artifact weapon then you cannot have any signature spells of that rank. However, the description is a bit odd and basically says: You get a signature spell. You can give up weapon slots to get an extra spell. However, you can't have two spells of the same rank nor can you have a weapon of that rank and a spell of that rank.
So saying 'giving up a weapon slot' to get an extra spell is a bit of a misdirection. What it should say is something like
'In order to gain a signature spell the user must give up a weapon slot. In order to gain more signature spells the user must give up extra weapon slots. The user is only allowed one signature spell/weapon of each rank with the exception of weak where the user is only allowed one signature spell, but can have unlimited weak weapons(within reason)
This is just one bit of clarification. The signature spell description says that the signature spell costs no MP and can only have one effect. However, it does not give any limits as to what the effects can be. Nor does it mention if cooldowns and durations are necessary.
ANother clarification is the secondary signature spell. This only shows in its description a legendary and artifact description. Is it possible to have a weak or strong one of these?
Also, if I have an artifact grade primary signature spell am I then unable to have an artifact grade secondary signature spell?
I'd personally prefer it if the first signature spell you get doesn't take up weapon slots at all so everyone can get one and then those who want more can then give up slots. Perhaps make the free one only rankable to legendary unless the user pays for it or does a special mission to master it or something.
Also it says you can give up armor slots so does this mean I can have an artifact weapon and an artifact signature spell providing I never get an artifact armor?
I know to some, possibly most of you, it might make perfect sense, but i've seen a few mistakes which seem to have the root cause in a lack of understanding. It would be useful to have this clarified and maybe have some examples.
Suggestion Idea Name: Magic fusion
- Suggestion Details:
Magic fusion is a weird concept to me. No, that's not the way of phrasing it. I should say the cost of fusing spells seems a tad...ridiculous. In order to fuse two spells, even if those spells are C rank and i'm S rank, I need to spend half of my mp plus the cost of the spells. This seems....extortionate.
My suggestion on this is to make it so that the cost of the fusion is equal to the cost of each spell used + the cost of the 'spell' that they make. If this spell is higher than the rank the user is able to cast e.g. a C rank combines 2 c ranks to make a spell of B rank potency then they can use 50% of their MP to cast it, as the spell would be beyond what they could normally handle.
Also I think some clarification on what actually constitutes spell fusion might be necessary:
For example, wendy when she uses her buff spells doesn't 'fuse them' but merely casts all of them leading to a combined spell. Hers in my mind wouldn't cost any extra due to the fact she hasn't 'fused the effects'. The same would go for my character Zack when he uses several of his buffs together and gives them a 'combined named'.
However, if Zack was to use his Sky King's Lance and Sky Demon Howl and combine the magic power of them into a single beam, thus making an S rank spell. Then it would be spell fusion.