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The main topic of the thread which I wish to convey is a suggestion to change or alter some of the mechanics of Celestial Magic. Primarily the time which it takes to cast spells and complete them especially in regards to Mending Light. I have recently delved off from using my main character as much which primarily focuses on traditional medicine to instead play my Celestial Mage and gain development on them.
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EDITED SUGGESTION: I thought over the idea that you could spend ten to five minutes to use Mending Light to heal or mend someone and it seals the wound, casting a sort of glowing stitching effect which leaves it vulnerable for a period of 24 Hours and then fully heals as opposed to spending weeks or more to mend an injury. That way people still get the effect of wounded roleplay.
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One thing I have noticed roleplaying with the magic is that mending light takes an excessive time period in order to heal anything. This so far has not been very conductive to my roleplay or the roleplay of the patients I am interacting with in a clinical roleplay setting. The patients my character treats usually always request a time skip or I end up having to do it vice versa given the extensive time the magic takes. It breaks the immersion and fluidity of the roleplay scene for both myself and everyone in the clinic around me and my character's patient. Several hours pass by and usually it seems unfitting as in a busy clinical setting where there are certainly five or four others behind you while you're healing doing their own roleplay and then to suddenly have to jump ahead of time to further the roleplay with Mending Light breaks the immersion and fluidity of the scene which in turn in the clinic usually displaces the concept of time in the roleplay.
One could also argue that a patient could simply return for healing at a later date or time but rarely do patients ever return to a clinic. They come once to recieve healing roleplay and leave. They only come back if they end up getting their character hurt again. This mechanic may serve a purpose to negate people from healing themselves on a battlefield but it's very rare in healer roleplay that you ever end up healing yourself or someone else in the middle of combat roleplay (You could easily define that a battlefield is too chaotic for them to heal in the heat of the moment). I suggest the time it requires to heal be reduced to a more manageable level that doesn't force excessive time skipping in order to function or waiting the full hour or two hours it takes to heal a wound. There are other methods of balancing the magic such as making the wait time five or ten real minutes and allowing you to just chat with the person to continue the roleplay and gives ample time to emote your healing and anyone else in the room does have a chance to stop it in that it's not instant healing.
Additionally not necessarily part of the primary objective of the topic to address casting time mechanics I have other features and ideas that could be implemented in the magic to make it more appealing and interesting aswell. My first idea is the re-introduction of the lantern system from Starlight Magic given Celestial Magic is practically a fusion of both of those magics. In that the mage must create and carry a magical lantern with them in order to perform their spells. And a re-introduction of Starlight Magic's resource system in which it has to use the lantern to feed off of actual light sources surrounding the mage in order to power its spells again. Including Mending Light. This system could also serve as a counter-balance to lowering the required casting time for magical spells.
Spells such as Starlight Blast, Blinding Flash etc come from the light source of the lantern in a cone shaped arc as opposed to some strange ball of light you throw at the ground that oddly goes into a particular direction the mage intends. Another thought is that if the mage somehow loses the lantern or it gets stolen they can make another however takes a period of 24 hours to recreate. In that time span they cannot use their celestial magic spells (Like the eye of bell from Elemental Magic.) In that losing the lantern comes at a price however doesn't completely castrate the mage's ability to roleplay with their magical permissions. Another feature which could be added to make the spells and lantern more unique to the particular mage is to allow them customization of their lantern and perhaps the color of their light magic though it's a minor thought and less of a significant change than the other features mention above.
(I had a random tidbit idea regarding the lantern that the core of the device could be a solacrox stone that had been enchanted or imbued with planar essence etc.)
I would also like to make clear that the primary topic of the thread is that regarding the casting time. The lantern bit is simply just additional suggestion and far less important to roleplaying with the magic as it stands but it could stand for some improvement.
I would like to hear the opinions and views of other celestial mage players I know of to help share their input and open discussion in regards to the topic @ElderShrub @TheDongler Feel free to tag more you may know for further input or ideas. I believe the suggestions and aforementioned system above may help make the magic more unique in itself rather than essentially being akin to typical
----------------
EDITED SUGGESTION: I thought over the idea that you could spend ten to five minutes to use Mending Light to heal or mend someone and it seals the wound, casting a sort of glowing stitching effect which leaves it vulnerable for a period of 24 Hours and then fully heals as opposed to spending weeks or more to mend an injury. That way people still get the effect of wounded roleplay.
----------------
One thing I have noticed roleplaying with the magic is that mending light takes an excessive time period in order to heal anything. This so far has not been very conductive to my roleplay or the roleplay of the patients I am interacting with in a clinical roleplay setting. The patients my character treats usually always request a time skip or I end up having to do it vice versa given the extensive time the magic takes. It breaks the immersion and fluidity of the roleplay scene for both myself and everyone in the clinic around me and my character's patient. Several hours pass by and usually it seems unfitting as in a busy clinical setting where there are certainly five or four others behind you while you're healing doing their own roleplay and then to suddenly have to jump ahead of time to further the roleplay with Mending Light breaks the immersion and fluidity of the scene which in turn in the clinic usually displaces the concept of time in the roleplay.
One could also argue that a patient could simply return for healing at a later date or time but rarely do patients ever return to a clinic. They come once to recieve healing roleplay and leave. They only come back if they end up getting their character hurt again. This mechanic may serve a purpose to negate people from healing themselves on a battlefield but it's very rare in healer roleplay that you ever end up healing yourself or someone else in the middle of combat roleplay (You could easily define that a battlefield is too chaotic for them to heal in the heat of the moment). I suggest the time it requires to heal be reduced to a more manageable level that doesn't force excessive time skipping in order to function or waiting the full hour or two hours it takes to heal a wound. There are other methods of balancing the magic such as making the wait time five or ten real minutes and allowing you to just chat with the person to continue the roleplay and gives ample time to emote your healing and anyone else in the room does have a chance to stop it in that it's not instant healing.
Additionally not necessarily part of the primary objective of the topic to address casting time mechanics I have other features and ideas that could be implemented in the magic to make it more appealing and interesting aswell. My first idea is the re-introduction of the lantern system from Starlight Magic given Celestial Magic is practically a fusion of both of those magics. In that the mage must create and carry a magical lantern with them in order to perform their spells. And a re-introduction of Starlight Magic's resource system in which it has to use the lantern to feed off of actual light sources surrounding the mage in order to power its spells again. Including Mending Light. This system could also serve as a counter-balance to lowering the required casting time for magical spells.
Spells such as Starlight Blast, Blinding Flash etc come from the light source of the lantern in a cone shaped arc as opposed to some strange ball of light you throw at the ground that oddly goes into a particular direction the mage intends. Another thought is that if the mage somehow loses the lantern or it gets stolen they can make another however takes a period of 24 hours to recreate. In that time span they cannot use their celestial magic spells (Like the eye of bell from Elemental Magic.) In that losing the lantern comes at a price however doesn't completely castrate the mage's ability to roleplay with their magical permissions. Another feature which could be added to make the spells and lantern more unique to the particular mage is to allow them customization of their lantern and perhaps the color of their light magic though it's a minor thought and less of a significant change than the other features mention above.
(I had a random tidbit idea regarding the lantern that the core of the device could be a solacrox stone that had been enchanted or imbued with planar essence etc.)
I would also like to make clear that the primary topic of the thread is that regarding the casting time. The lantern bit is simply just additional suggestion and far less important to roleplaying with the magic as it stands but it could stand for some improvement.
I would like to hear the opinions and views of other celestial mage players I know of to help share their input and open discussion in regards to the topic @ElderShrub @TheDongler Feel free to tag more you may know for further input or ideas. I believe the suggestions and aforementioned system above may help make the magic more unique in itself rather than essentially being akin to typical
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