Skill (Mortal) "Destroy Spellgem" (20-30 CP, Level 10+)

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Atrele
Posts: 38
Joined: Sat Mar 15, 2025 8:33 am

Skill (Mortal) "Destroy Spellgem" (20-30 CP, Level 10+)

Post by Atrele »

Originally posted on Discord, with some edits. I'd love to hear thoughts.

Forgive my musings, but this has been on my mind and I kind of really want to get it out, and get thoughts on it, even if it's "Haha no, that's stupid".

I'd like to suggest a 20 or 30 CP Mortal skill that is only unlockable after level 10 or so. This skill would allow the Mortal to not only see what spell is in the spell gem, but USE it to destroy the spellgem. If it is a buff spellgem, the user gains that buff as if they had cast it but also loses MP as if they cast it. The user can go into negative MP like this but may not use spellgems if they have 0 or less MP. If it is an attack or glyph spell, the user gains a buff that grants a single use of that spell (user must pay all MP cost) that lasts for one hour or until another spellgem is used.

If the user has Spellcraft (or skill similar, T2 or T3), destroying a buff gem grants that buff with a multiplied length of (Charges/2) (So 1 charge would give +50% length, 2 +100%, and so on). If the user knows that spell, this bonus is doubled. (Charges X Duration) Destroying an attack or glyph spell grants a buff that gives the user full, unlimited use of that spell for an hour, without granting affinity. If the user already knows that spell, they will gain MP equal to (Charges X MP Cost)/2, and the relevant elemental affinity for (10 X charges) status ticks. Glyph spells provide Arcane, Holy, or Unholy Affinity, and Slashing/Impact/Piercing give that affinity or Strength. Alternately, it can actually raise affinity for that damage type and raise damage/aura duration approriately.

So basically:
Level 1-- No Spellcraft: Cast spell once. Costs appropriate MP and casts on self, if attack or glyph gives buff that allows the spell to be used once.
Level 2-- Spellcraft: Gains buff that permits use of the spell for a duration (Perhaps based on charges in spellgem) This would not grant affinity or any other benefits of the spell, it only makes the spell available in the spellcasting/weapon dropdown. Damage spells (and auras) cast this way DO benefit from affinity from KNOWN spells. If the spell is a buff spell, instead it would give an extended version of that buff spell depending on charges.
Level 3-- Has Spell: Gain Appropriate Elemental Affinity (Including Arcane, Slashing, Impact, and Piercing, if possible) for a duration depending on charges on gem. Second benefit being MP (based on charges) or bonus affinity (thus increasing damage/aura duration, depending on charges). If the spell is a buff spell, it grants an greatly extended version of that buff spell depending on charges.

Noted concerns:
This treads on Secret Ingredient and Pact territory. One notes that Secret Ingredient is also free to the user and requires a much easier to acquire resource. Buffing up with Secret Ingredient would be basically superior to blowing four or even five spellgems (Which is effectively infinite but also not easy to acquire in appreciable numbers) for a decent length buff. And honestly, I'm given to understand pacts need work anyway, but I feel that is beyond the scope of this suggestion.
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