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How to Change a Battle with a Single Word (Part Two: Blue Path)

Writer: BalendorBalendor
Written by: Balendor on August 22nd, 2024
Standing behind Tava, an opponent he has charmed into an ally, is Sir Nate, a Cleric following the Blue Path of magika during a battle.
Standing behind Tava, an opponent he has charmed into an ally, is Sir Nate, a Cleric following the Blue Path of magika.

While the Blue Path may be referred to as broken or OP by many players, its strength lies in the intricacies and nuances of the enchantment spells it offers. These spells not only possess a high level of effectiveness but also have the remarkable ability to create scenarios that force opponents to think on their feet and react swiftly to the caster's strategic positioning. The Blue Path excels in crowd control, allowing the caster to manipulate the battlefield and dictate the flow of combat. Moreover, its arsenal includes spells for targeted removal, enabling the caster to neutralize key threats with precision and finesse.

What truly sets the Blue Path apart is its capacity to appropriate resources from formidable adversaries. By leveraging enchantments that can disrupt an opponent's plans or siphon off their strengths, practitioners of this magika pathway can turn the tide of battle in their favor. This ability to not only defend against attacks but also to actively weaken opponents makes the Blue Path a force to be reckoned with on the battlefield.

 

Fear. It is the mind killer! This powerful spell not only creates critical gaps in enemy lines but also liberates the caster from the burden of facing multiple opponents simultaneously. With a touch of cunning, it can cleverly redirect the target towards other factions, allowing them to grapple with the resulting chaos. A well-timed application of Fear can truly alter the course of a battle. One of the most ingenious ways to wield this spell is to instill fear in your target precisely when your fellow faction members are ready to pursue, plunging the target into a perilous disadvantage.

 (continues after image)

Sir Dee Guyson begins to lay down after Sir Nate has cast Sleep on him during a battle.
Sir Dee Guyson begins his magical desert into the oblivion of blissful rest as Sir Nate celebrates.

Sleep. One of those spells everyone hates except for the magic-using classes. This one has huge roleplay applications, as you can spare opponents you respect, or you can put an opponent to sleep and take them captive. Much like Fear, it can change the tide of an engagement with a well-timed removal of the enemy's strongest combatant. A clever caster may put opponents to sleep, drawing their allies into a trap lured by the idea of rescuing the sleeping warrior.

 

Charm. It’s the most straightforward spell in the realm of enchantment and one of the most powerful among the 3rd level spells, especially when you add a touch of creativity. Sure, you could use Charm to persuade a strong fighter to join your side, but imagine the possibilities when you can take control of another Faction’s magic users and have them cast spells to benefit your Faction! Or think about Charming members of their leadership and encouraging them to act out of character against their own people. The potential for chaos is enormous when you combine this incredible power with other spells from different paths and arts. Just keep in mind that Charm functions much like a Zombie or Seeker—eliminate the caster who placed the spell, and the curse will be lifted.



KBA President Balendor swinging his ax over his head.

About the writer:

Balendor is a 29 year veteran of KBA's combat system and serves as it's President. He is the Chieftain of the Clan Teisus faction and is the founding Ranger of the Order of the Silver Fox.


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