It IS a nice guide, but very tiring to read. Spacing it out some more would help a lot.
Also, I'll just put in here that I disagree with easily dodgeable spells. It puts Magic users at a great disadvantage (pretty much always) when anyone can just *sidesteps* their four-turn charge and smash their head in. I'll agree to earth and rock spells moving slower than the other elements, though.
Most annoyingly, I find that when magic spells are easily dodged (I personally would assume a distance of, say 10-15 meters(?) for this to be the case), the melee user can rush the mage far quicker than the mage's charging speed is calculated; Rushing from such a distance should give the magic caster at least a chance to perform a basic knockback, dodge or bind spell.
Would you care to elaborate what firing distance you assumed when writing up these formulas? Obviously, a spell will take longer time to reach a distanced target (and thus be easier to dodge), so it would be interesting to hear how far away you assume the mage to be for a lightly armored melee user to easily dodge a spell.
My existence is debatable, but likely.
10-Apr-2014 17:11:21