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Mage's Initiation - Update #13, Sorcery and Stuff

by Myrthos, 2013-03-13 12:48:47

Update #13 of the Mage's Initiation Kickstarter, which still has 9 days to go to reach its next  stretch goal, is about how spellcasting works, some resin figurines and a new $150 tier.

Due to the Mages’ bloody history, their less than admirable actions in the Great War, and their intended roles as the caretakers of humanity, violence has been largely opposed where spell-casting is concerned, so as not to have history repeat itself. The spells taught to new Initiates focus on the peaceful and productive side of the magical arts. However, in recent times, as the monsters of old have re-emerged in the forests, a sub-sect of Mages with a penchant for battle, found a way to channel these peaceful spells into more aggressive forms. Thus, “Conductors” were devised. These curious magical items resemble a brass-knuckle that can be slipped over a Mage’s fingers on one hand. Once worn, the Mage’s single non-aggressive spell can be channeled into multiple combative spells, each with a different purpose. 

In the front of the conductor, there are two open sockets into which gemstones can be fit to augment the power of existing spells. Since only two gems can be equipped at any time, a Mage must be selective in choosing the right combination to best balance his current power in battle. 

As a Mage, you can use restorative potions during real-time combat. Combat often calls for some creative strategies and each Mage class will have its own advantages and limits over others, which makes for some fun possibilities replaying the game over as a different class. Some monsters will drop valuable gems which can also be equipped into your conductor mid-battle (so long as they don’t require identification first).

Information about

Mage's Initiation

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development


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