Okay. Throwing in a couple of Canadian quarters.
First thing, there was a time that people that played Magi either got bored of the race and left it, or switched out of the Magi to a different race. Just putting that out there in terms of "why are Magi getting new and revised spells, anyway?" Technically speaking, we're still in that time. I know, because I've found out people said "I can't do anything with this character" and moved on. One of the reasons I along with a few others tried to make/ rewrite some spells for the Magi.
Secondly, as awesome as it would be to have spells that would completely crush the opposition magically... even I have to say that wouldn't be fair. Please note, there are some Magi spells that my main character - a Magi - is in fact completely incapable of using. Putting that out there so people don't think I'm just out to make my character solely "The Magical Juggernaut." That's not the point. If I wanted to do that, I'd run enough quests and events to get loaded up with relics and items of power to achieve the same effect.
Okay, to quote a few things here and there:
So the argument now for it is that it's ok to have magi's with a spell that can give them a substantial advantage over anyone else they face in a fight so long as they don't kill the other?
No, the argument (at least for me) is that it's the goal to have Magi get a few spells that put them on par with all the other magical classes. You know, like Air Mages and Necromancers. Note my words please:
on par and not
superior to. If some of the spells need tweaking and altering to get them on an even keel, then so be it. There's no point in making them "the ultimate magic users" to the point one showing up at level five causes a bar to clear out.
I can't really comment on Tether Of The Stars because... that one's completely new to me. And new to everyone else. So it's probably still needing some buffing and sanding to fit into the grand puzzle that is Belariath's magical system. Though there was one statement that caught my attention in the most recent set of posts:
The spell combinations are awesome. For Magi. Not so much for everyone else.
Isn't there some Necromancer spell that's like roll once and pretty much anyone who fails it can be snuffed out in one shot if they didn't load up on a stat? Someone called it the "Choke-A-Bitch" spell a few times. Let me see if I can hunt it down...
Asphyxiate:
Level required: 30
Class required: Necromancer
Spell prerequisites (must have all of): Umbara Key
Casting method: ranmagatk
Defending method: ranmagdef
Description: Necromancer x4
Spell Required: Serpent's Kiss (10)
Description: It is a great power to be able to manipulate the physical form of another being, living, dead, or otherwise. Controlling limbs, bringing disease and poison, and even constricting the very air one can breathe. With a simple gesture, the necromancer can choke the very life from another being, taking great pleasure in the guttural, gagging noises as they slowly suffocate.
Mechanics: Using a ranged magical attack, and constant concentration, the necromancer can create a crushing force of magic about the target's throat, slowly and painfully choking them. So long as the necromancer retains concentration on this spell, and it is successful in its casting, the target is unable to perform any action except defense against the Necromancer's will, losing 5 stamina per round until the caster's concentration is broken, or the target suffers a loss of no more than 30 stamina. Concentration requires a standard combat roll of ranmagatk vs ranmagdef per round, with appropriate modifiers to see if the spell breaks prematurely or not. If used out of battle, the spell cannot be used for longer than 3 rounds of play. This is usable once per combat scene.
Now I am told this spell isn't over powered by any means. Fine. As long as the same weight scale is used for the new Magi spells, everything should scale up properly. If that means some of the new spells need to be reworked for the math, then they do. After all, it's about trying to find a balance for everyone.
Something was brought up as well about sometihng involving trying to attack someone one-handed or using a Warrior-Mage that can cast one handed. I completely forgot Warrior-Mages could do that. I really wish Magi could as well. Ah well, a guy can dream, can't he? (So says the person who only has been using cantrips for his Magi for over a year.)
In terms of all the myriad possibilities in how the spells can be used, when I myself was trying to write stuff up, I was just trying to get it past the censors, you know? I wasn't looking at every single potential loophole or chained connection. And I know, Almondus, you saw some of the stuff I was working on. Heck, you commented on it and helped me try to refine it. And for that I do thank you. I just hope that the potential for mix/max types to abuse the spells do not end up curtailing all the efforts made. Because if it did... perhaps all of the spheres would need to be looked at for that. If they aren't already being reviewed, that is.