70 posts
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Post by equivocation on Jul 14, 2015 23:16:04 GMT -8
I don't officially endorsing abusing the overpowered things until they're fixed, but here you are.
Glossary: TTK = Turns to Kill/Knockout (assuming all hits)
Evocation Spectral Grasp sucks everyone, in all circumstances. Non-Battlemage Mage Bolt Damage: 5 HP TTK of 4, 7 HP TTK of 5, 9 HP TTK of 6, 11 HP TTK of 7, 13 HP TTK of 8 00 02 04 06 08 10 12 14 Spectral Grasp Damage: 5 HP TTK of 6, 7 HP TTK of 8 00 02 02 04 04 06 06 08 08 10 10 12 12 Conclusion: For a non-battlemage, a non-orc in full plate goes down faster to Mage Bolt than to Spectral Grasp. An orc in full plate goes down in the same number of turns. However, because Spectral Grasp is two turns for one swing, Mage Bolt acts more consistently. Even if you target 0 Resolve instead of 10 Fighting, at 10 Magic that makes you only ~50% more likely to land a hit.
Battlemage: Bolt Damage: 00 03 06 09 12 15 18 21 24 27 30 33: 5 HP TTK of 3, 7 HP TTK of 4, 11 HP TTK of 5, 13 HP TTK of 6 Grasp Damage: 00 03 03 06 06 09 09 12 12 14 14 16: 5 HP TTK of 4, 7 HP TTK of 6, 11 HP TTK of 8, 13 HP TTK of 10 Conclusion: For a battlemage, Spectral Grasp is even worse. An orc in full plate takes 4 more turns to kill with perfect accuracy. A human takes 3 more. Rest in Pepperoni.
Tentative Solution: Remove the restriction on the cast time spin-up. You're already burning a Magic point each time. This gives a non-battlemage 5 HP TTK of 4, 7 HP TTK of 5 - slightly (but only slightly) ahead of bolts on armor. For a battlemage, that's a 5 HP TTK of 3, 7 HP TTK of 4, fulfilling its purpose of being a way to hose armor-stacking.
Non-Grasp: Does a Vicious Bolt keep losing turns from its cast time each time, or can it only lose 1 post off the total cast time? Is there any reason to keep vicious now that armor isn't a binary "can block/can't block" system?
Divination Eyes of the Truth - is it cast on the user or against the person interrogated? Wording is unclear. Can you switch targets mid-use? (Should be on the caster, can force truth from someone by asking them a question and burning magic)
Luck Magic Reversed Balance - not terrible, but intentionally letting the caster gimp their own Fighting so they can hose someone else by taking their Fighting (and thus all of their Fighting-derived things, like styles and maneuvers) is absurd. Don't let them change other people's This is especially ripe for abuse by battlemages, who can take 0 fighting, steal someone else's fighting stat, then sink their magic into maxing out their fighting stat (which takes no time).
Healing Panacea - doesn't make sense. You roll to resist when you're dosed. Does the panacea undo that effect? How long is the cast? Cure Wounds - can you cast it several times on one person? Gemini's Kiss - what determines a 'foe'? Nature's Bounty - why isn't this in Naturalism? Leeching Gift - why isn't this in Thaumaturgy?
Mind Magic Lookie Here! - INSANELY powerful. For one magic and one post, you get scene-long use of Magic as a defensive stat before anyone can even hurt you. They can roll to see you once per turn (I assume). Using the projection, you can attack people through windows or bars. Solution - Any time you act, they get a detect roll. Your image must not have any structures between you and it. Something to mitigate chains of low rolls, like one of the following: 1) If your detection roll is lower than the lowest you've rolled, you reroll 2) You reroll if you get lower than 10 times the number of detection attempts you've made. 3) You add 10 to your roll for each failed detection attempt.
Instill Despair - You can chain it infinitely to disable someone forever. No. No 2 points to make it refresh at sunrise.
Translocation Until someone says otherwise, you can levitate an object you're standing on to fly. This is awesome and should be added to its description.
Corpus Armor - double its HP for battlemages? Yes? No? Shark's Teeth & Clawed - Why does Teeth cost 1 magic when it does the exact same thing as claws?
Blood Magic Call the Wound - With more HP, it's sorta useless to burn 2 magic on 1 HP unless it's a guaranteed hit. Speaking of which, what do you defend with? Fleshmelding - can you recast it on one person several times? Blood Armor - 3 hits before you get permanent stat damage and a KO puts you at weaker than the average unarmored person. Please no.
That's all for now
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19 posts
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Post by Sebarnexal (nethya.emor) on Jul 15, 2015 1:13:43 GMT -8
Spectral Grasp was good when it could evade 1-2 armor absorption points, but yes right now it's just a slow mage bolt.
Battlemage I find overpowered, a normal mage has +3 hit points with Shielding, Battlemage has 4hp through Medium armor and +6 through Shielding (+10 hp total). So a battle mage has effectively +7hp points more than others (+5 more than light armor mage, and +4 more then Numious and fighters). Plus, they do more damage with Evocation.
Lesser Summons can be used daily while keeping Mage's pool full: Summon in the morning, meditate, dismiss it during evening. It makes sense, but can be changed if that is not wanted, I like my NPC bound demon.
Those are some good points
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9,653 posts
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Post by Cailean on Jul 15, 2015 10:27:28 GMT -8
Evocation: Spectral Grasp I reviewed Equi's math on Spectral Grasp. tl;dr, there is no instance in which you would want to use Spectral Grasp over basic Mage Bolt and I agree with her assessment. Even if you remove the spin-up restriction, it's just marginally better.
Divination: Eyes of the Truth I assume that the spell is cast upon self as casting on another would be mind magic. I came up with a suggested rewrite.
Previously written: Suggestion: This spell takes 2 posts to cast and lasts one scene. While active, the caster gains the ability to discern whether or not a person speaking is lying to them intentionally. It will not be able to sift actual truth from ignorance belief if the person speaking believes what they are saying is the truth.
I'm of the opinion that this spell should not be able to force a person to speak; that would be closer to mind magic as it affects another, rather than divination which only affects yourself and as such, I cut away the second part of the write up.
Luck Magic: Reverse Balance Agreed that there is a high potential for abuse; lets add some real 'luck' to the 'luck' magic. Caster has to roll 80 or higher Magic in order for it to succeed. If they fail, they take -2 to fighting and have their skin turn a random color for the rest of the scene. That last part isn't necessary, but it amuses me.
Healing: Panacea - This needs to be reworded to be better understood; what it should say (or something similar to this) is: "This spell temporarily neutralizes a toxin found within a body for a day and begins the process of creating a panacea, a magical antitoxin that is completed also after a day and when imbibed gives the imbiber the opportunity to roll resolve +3 to neutralize the toxin. That person may not leave whisper range of the spells original cast location during that time or the spell fails to complete the antitoxin."
Of course there're no pre-approved toxins that actually last more than a day, but I'm sure something player-created will come along that lasts that long.
Cure wounds - I assume so? I'd like to see something that says it can't be used in combat to prevent infinitely long battles.
Gemini's Kiss - Cosmic karma balance; if a person has wronged you and has negative karma because of what they did to you, they're a foe. I.E., I don't know! I'd just assume whoever the caster views as a foe is a foe.
Nature's Bounty - Agreed, move to Naturalism.
Leaching Gift - Also agreed, move to Thaumaturgy. Also, Thaumaturgy is a fucking hilarious word. Have you ever tried to say it fast? It turns into "thawwwwmaaaturgie."
Translocation: Levitation - I think a weight limit per magic score idea was discussed somewhere. Or flying. Flying is cool.
Corpus Magic: Armor - I have it on good faith that the admin team made a decision on this recently that changes the spell from absorbing individual hits per magic amount to simply adding HP like regular armor. I'm told by admin that battlemages, however, do not double this spell. I would suggest that this armor spell take a 2-3 magic to cast to prevent infinite combat renewal anyway.
Shark's Teeth and Clawed: Because getting a new grill is more expensive than getting your nails did (no srsly, should be even in cost, agree.)
Blood Magic: Call the Wound Increase damage dealt to two hits imo and I would also suggest a magic vs. magic defense.
Fleshmelding Idk either, but I assume that you see a potential problem for recasting?
Blood Armor I don't see a logical reason why anyone should take a permanent stat penalty because their blood shield was broken. Agree, remove that part of the penalty. It should also be reconsidered since all other armor/shield spells add HP now and this is still with the old absorption rule.
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Jul 15, 2015 10:34:28 GMT -8
A quick post very quick here.
About the Mage Shields and magical Armor spell (and Battlemages, briefly).
The way the Mage Shield and Armor spell were written on the site, was my error. I knew what I meant to say but I not only missed some parts of the old wording that needing to be altered (read: Wound references), but altered the text in a way that clearly didn't make the sense I thought it did. I was probably very tired when I did those or gong cross eyed from doing so much.
They've been changed so they should more clearly explain how they work now, on the website. Which is, 1, 2, 3 Hit Points of damage. Not entire hits.
As for Battlemages and casting Armor with their boon of double the HP damage absorption? No. That only applies to their Mage Shield. Armor is considered an entirely separate spell. However, I went ahead and put a clarification on the Battlemages page to ensure that is clear as well.
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Jul 15, 2015 10:43:43 GMT -8
Call the Wound: To be honest, I assumed it was a Resolve roll. All defensive rolls against magic are Resolve and only differ from that when specified.
Gemini's Kiss: I assumed for this one, it was whomever could not be considered an ally or friend. If you're in a fight, you can usually figure out what characters are not their for YOUR benefit. Those would be the ones this applies to.
Blood Armor: I have no idea on this one. On what was intended for it or if that intention should have been modified with the new combat system layout. I didn't think so though. I thought it was literally all successful attacks. And that was why, if you were hit more than 3 times, you suffered permanent rank loss and KOd. Which I honestly think sounds like a good risk for wearing armor that just keeps you from getting harmed, even if hit by a giant warhammer. Is that how this spell is meant though? I've got no clue. Will need to see what the rest of the Admin have to say about that one.
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19 posts
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Post by Sebarnexal (nethya.emor) on Jul 15, 2015 11:23:29 GMT -8
Luck Magic: Reverse Balance I'd suggest: "You can move Fighting equal to 1/2 of Caster's Magic. (rounded down) or 1 for every 10 points your roll is higher.
Even with the Mage Shielding being hit points instead of successful hits, battlemage's advantage baffles me. Am I missing something?
What I mean: Let's say that the mage has 8 points in Magic, their Race has 5hp, their Shielding blocks 3 hit points.
Non-armored mage: Race health of 5hp + no armor + Shielding 3hp
Light armor (Songblade, Arrow) Race health of 5hp + 2hp light armor + Shielding 3hp
Battlemage: Race health of 5hp + 4hp medium armor + Shielding 6hp
Numinous blade (and normal fighters) Race health of 5hp + 6hp heavy armor
Mages are a bit far from heavy armored Fighter (11hp), I'm taking Fighter here because that is what majority of people are. Non-armored mage is 3hp under it, light armor 1hp under, and battlemage 4hp above. This is with shielding which can be recast, so battlemage can shield themselves again with a really big shield. I don't see why they need double Shielding bonus, normal Shielding would remove excess HP and make them far more balanced.
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9,653 posts
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Post by Cailean on Jul 15, 2015 14:54:14 GMT -8
Sebarnexal (nethya.emor): I think the balance is that you can roll up in armor and have a massive weapon in hand, but a battle mage requires two rounds to set up their shield, during which they can be interrupted -- and they require two rounds to spin up to begin dealing large damage every round. Also, human warriors can have armor mastery, large armor (+9hp), bringing them up to 14hp and have that massive weapon. Recasting shield means that they lose two rounds of damage, too. Losing two rounds of damage with large weapons is potentially 6 damage lost, which is the same as shield.
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Abaddon
Denizen
Fight me IRL, I'm ripped
21 posts
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Post by Abaddon on Jul 15, 2015 14:59:42 GMT -8
I didn't feel like my suggestion warranted its own thread so I'm tacking it on here.
Mind Magic Phantom Assassin - How does it defend? Has stats, could legally take the Defend Another action, no information on what would happen. Being a physical threat, even if disbelieved the image can still operate. A concealed attacker using an Assassin for their attacks... There's no real way to deal with the image aside from dispelling wave. If a magic-less warrior is fighting with a Phantom Assassin and fails to recognize he's fighting an invincible illusion, there's nothing he can do about it.
Possible Solutions:
1.) HP - Give it a scaling HP value equal to all its traits (meaning max 6hp at 10 Magic) but for most mages this will be between 3 and 5 HP. This makes it equal to a summon, but also adds more to the interaction when a character is fighting with a Phantom, and gives non-magical characters an option for dealing with their illusory assailant. Also opens up potential for mages to make illusory suits of armor, shields, and to use the Image as a defender in combat. For the cost of 2 magic, I would argue that it would make it alright for the spell to be a bit better than Shielding or Armor potentially could be (for non-battlemages).
2.) Hit once, dissolves. This option seems less enjoyable for many, and means most illusions of, say, doors, walls, and other things can just be banished with minimal effort by slapping them. For the cost of 2 magic, this seems less than desirable, given the whole 'physical' idea.
3.) lol idk that's all I got.
Phantom Assassin, again - Time Limit. Phantom Assassin and its line have no given duration on the spells. This seems like an oversight. For their cost and abilities, this could fluctuate. One Scene seems fair, but some illusions (like doors, hills, and other such) are the kind that a mage might desire to keep up for more than one scene. Perhaps adding a time limit, but allowing the player to extend it (1 more magic for 12 hours, additional 1 for 24 hours, able to continue extending the duration of the illusion as the player wishes with the associated magic costs, so 2 at each dawn for an entire day.)
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9,653 posts
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Post by Cailean on Jul 15, 2015 15:37:11 GMT -8
@abbadon: I think the time limit and one-hit are both good suggestions, so maybe combine them; it's a combat spell, so I'd say maybe it costs one magic per post round to maintain and is dispelled on one-hit.
Conversely, I've seen lore where illusions only become stronger the more a target interacts with them. Maybe they can only be maintained after the first attack if the target tries to interact with it?
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Abaddon
Denizen
Fight me IRL, I'm ripped
21 posts
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Post by Abaddon on Jul 15, 2015 16:29:06 GMT -8
@cail: Given its cost of 2 magic and 2 round casting time, I'd assume it wasn't meant to just to carry out one attack before vanishing, but to take a hit before vanishing sounds more fair.
That being said, it seems Phantom Assassin could/perhaps should operate more like a Summoning spell than a Combat spell? The trait cap is a little high (with Illusions cast with 10 magic having 6 for each trait), but being banished with a single focused hit might balance that out. Costing 1 magic per round on top of 2 to summon, and having it take up your round to make it attack seems extremely punishing and not worth the rounds to cast, magic to cast, or 3 spells known.
Compared to Evocation spells, this becomes even more severe a difference. Each attack from the Illusion has an accuracy max of 6, whereas any flame bolt spell has a max of 10. Damage is about the same (depending on build).
Or! Perhaps characters that see through the illusion can banish it with a single physical attack, and otherwise it has the HP values? Sounds complex, I know, but it's an expensive spell and it gives more potential for interaction.
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19 posts
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Post by Sebarnexal (nethya.emor) on Jul 15, 2015 16:30:06 GMT -8
Cailean Avatar Jul 15, 2015 18:54:14 GMT -4 Cailean said: nethya: I think the balance is that you can roll up in armor and have a massive weapon in hand, but a battle mage requires two rounds to set up their shield, during which they can be interrupted -- and they require two rounds to spin up to begin dealing large damage every round. Also, human warriors can have armor mastery, large armor (+9hp), bringing them up to 14hp and have that massive weapon. Recasting shield means that they lose two rounds of damage, too. Losing two rounds of damage with large weapons is potentially 6 damage lost, which is the same as shield.
Is the website updated correctly? I still see "Armor Master: Armor is a second skin to them, and they can choose one blow per battle to simple negate, as though it missed." Going to playtest few different chars tomorrow and check for certain rather than theorizing, maybe it'll work better, we'll see.
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Jul 15, 2015 18:04:39 GMT -8
There have been changes made to the website throughout the day as we noticed errors, or things were brought to our attention that needed clarifying. As it stands though, what you see should be what is current. Though keep checking back?
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9,653 posts
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Post by Cailean on Jul 15, 2015 18:06:27 GMT -8
Abaddon: I don't agree that it should be a summoning spell; I think illusions are mind magic and that's a phantom image that just so happens to be able to attack. How about it costs 1 magic per round to maintain and if dispelled, can be brought back by spending 1 magic as well? I honestly don't see a problem with it being kept out and the caster being able to cast other spells. People with animal companions are able to have their pets fight alongside them. Sebarnexal (nethya.emor): I'm talking about the Armor Mastery Fighting Style, not the Human-specific Call of the Warrior gift.
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70 posts
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Post by equivocation on Jul 15, 2015 20:33:42 GMT -8
I'm not going to lie - this post and the next are going to be 100% seat-of-my-pants math. I'm coming into this with THE SCIENTIFIC METHOD I am going to put myself out here and make my predictions - I'm prepared to accept I'm wrong, if that's how the math flips, though. I'd also welcome being corrected. Observation: The mages have a mix of things that are too weak, things that are strong not because they're strong but because of loopholes, and things between the two. They do not have anything that is simply stronger than weaponry, combat-wise, except for ganging up with summons. Question: Are mages capable of competing with a fighter? Is one better or worse? Falsifiable Hypothesis: Fighters will beat mages consistently UNLESS the mage uses "Cheese," spells that are not Working As Intended in the Rules As Written (RAW). Testable Prediction & Experiments:Let's measure up mages vs. fighters, period. We'll use a human in all cases and assume that: 1a) The mage is a battlemage, leaving him (like a theoretical non-mage) at no self-heal. His only spells are Mage Bolt and Mage Blade, to avoid several types of cheese (using Ice Bolt to chain freeze a melee person while walking away, OR 1b) The mage is an evoker with self-heal using the school of fire, leaving the fighter with no "water" weapon. 2) No gifts are involved, but the armor mastery fighting style and a mage school are. This is the only fighting style the fighter is eligible for. 3) Everyone is fighting "to win." They will use abilities (which will assume succeed) in the first round they can. Everyone begins the fight with full resources (resolve, magic, etc.) but they will not always make perfect decisions (i.e. which spell to cast, whether to recast Shield or attack the face). 4) For simplicity, combat will generally be started with the mage, since (I have predicted) the mage will have a lower chance to win largely because of their 'spin-up' time. 5) The mage and fighter are equally specced for combat, sharing 4 resolve, 6 reflexes, and 8 magic/fighting. Therefore, each attack has .611 (61.1%) chance of hitting resolve (rounded to 60%) and .555 (55.%) chance of hitting reflexes.
Math: Resolve has a 140/180 chance of being 50/50 and a 40/180 chance of being an attacker win. HIT = ((140 / 180) * 0.5) + (40 / 180) = 0.61111
Reflexes: HIT = ((160 / 180) * 0.5) + (20 / 180) = 0.555555
If we have 10 attack and 0 defense, there is a 50% (100/200) chance of a tossup (i.e. 0.50*0.50 = 0.25 chance to hit) + 50% chance (100/200) of outright attacker win (0.5*1 = 0.5 chance to hit) = 75% (0.75) total chance to hit, showing the validity of the equation.
This provides a 45% chance to miss reflexes and a 40% chance to miss resolve. 6) Attacks by each will, therefore, miss predictably in a pattern, since these are calculations, not demo runs. Each attack will accumulate 40 inaccuracy vs. resolve and 45 inaccuracy vs. reflex, meaning roughly one attack in 3 will miss. No random crits will happen because I don't want to calculate those. Lettuce begin. Our cases and predictions will be: Social Occasion: No armor for either, dual medium weapon and mage bolts. (5HP, fighter hits for 2, mage hits for 3/4 (it won't matter)) -- RNG win. Extremely RNG dependent, the mage can (using our deterministic rather than random system) just rush the fighter down since he's nominally allowed to go first. This one is, in fact, simply a coin toss - they are both at 3 TTK (mage does 0 3 6 damage or 0 4 8 damage, fighter does 2 4 6) so it's literally down to whichever one doesn't get fucked by dice. Moving first is a huge advantage. At this level of lethality, I don't actually need to run the math yet to know its outcome. Whoever acts first and misses less is the winner, full stop. Random Encounter: Fighter in medium armor with armor mastery with medium weapon against a battlemage with massive/large bolts and light/medium armor (Fighter 10 HP and hits for 2, battlemage 9 HP and hits for 3, evoker 7 HP and hits for 4). Predicted mage win? I think because of, in short, division and remainders, the mage barely pulls ahead in this one if he uses the right spells. It may be another RNG session battle of attrition, but the fighter can (in theory) be worn down between sessions of battlemage armor (trading, effectively, 4 of 9 HP for 6 each time it's used, giving the mage Effective HP (EHP) of 13) or by just rushing to nuke and getting lucky. Pistols at Dawn: Fighter in heavy armor with medium weapon against a battlemage with large bolts and medium armor or Evoker in light. Fighter 14 HP hits for 2, Mage same as above since they can't get any better than that. Clear-cut fighter win, but takes forever except against Evoker. Full calculations soon. Tired. Most of these become easy fighter wins if the fighter can take a large weapon. The mage can only keep pace with a fighter if he's up one to two weapon sizes.
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Abaddon
Denizen
Fight me IRL, I'm ripped
21 posts
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Post by Abaddon on Jul 15, 2015 21:20:44 GMT -8
Abaddon: I don't agree that it should be a summoning spell; I think illusions are mind magic and that's a phantom image that just so happens to be able to attack. How about it costs 1 magic per round to maintain and if dispelled, can be brought back by spending 1 magic as well? I honestly don't see a problem with it being kept out and the caster being able to cast other spells. People with animal companions are able to have their pets fight alongside them. Ahhh, see, that's not how I understood it. The spell says the caster has to spend their action to control the illusion outside of its programming, so I assumed they had to spend their turn each round telling the illusion what to do in combat. If it functioned that way, it'd be yet another variation on the Mage Bolt spells, but with higher damage and lower accuracy. If they can fight alongside the illusion, then yeah, that certainly makes things different. 1 magic per round still does seem a bit costly in comparison to other spells, but I really can't think of a better method without making it overly-complex to use.
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