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[MAGIC] - What's YOUR take, and what are YOUR ideas?

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Only a couple things...

1: Don't make every hoe into a wand or staff. Some people still farm and it would be impossible to till soil.

2: I'd like to see some esoteric spells, maybe even ones for certain skill levels. Like instead of blasts xxx area for x hearts in damage over x damage ticks, how about we get some other kind of magic?

A featherfall magic, makes you fall at chicken speed for a certain time (Letting you say, dive off a cliff to escape an aggressor without it just being suicide). Perhaps a 'seed storm' spell, where a weed mage conjures winds to disperse and plant seeds, and it'll act as a seed plant in any fertile fields, but it can radiate out from the caster for so many spaces, and each area seeded takes extra seeds (instead of one), since the storm basicly blows them in all directions, even though it covers a distance.

Maybe some kind of silence spell, or a null magic zone. The silence would stop others from casting, but a null magic zone would stop ALL magic (even the creators) from happening inside that field.

Perhaps some kind of wither spell which would turn grass into sand, stone into cobblestone, wood into.... actually, nah, scrap this idea. But maybe some of the other ones could work out.

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I think it all great ideas and I have one to add. Along with the magic for everyone, perhaps there should be exclusive magic for branches such as the peacekeepers, or for mages, etc.

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Ah good I won't be accused of hijacking this one ^.^

Spell Effects

Would love to see on caster and on target spell effects, rather than text announcements - which can get particularly spammy.

-not all spells are summons

-would indicate what is happening to other players

- using variety of ingame animations/sounds

- lots of effects to choose from, and more coming in later mc updates.

*examples;

-Taming hearts on healed player

- Redstone Effects for players casting group spells/ warmup spells

- Flame effects on casters?

- Howl.ogg for a 'howl' spell that summons a wolf.

Bookworm Integration

Spells can be 'taught' and 'learned' via tomes

http://forums.bukkit.org/threads/fun-ma ... 000.16630/

To complement a race/ class / experience based system.

Small Conflicts

The poster above is right in pointing out that using hoes for magic in the current way causes some conflicts with a hoes current use ;

-Tilling soil (farming is really annoying with that message atmo) - which requires a left click with a hoe.

- A tool unaffected by some durability penalties

- Casting the MCMMO herbalism ability (superbreaker for herbs) - which requires a right click with a hoe.

Casting Methods

* (Current system), spells are staff linked, 3 per staff.

- easy permissions

- themed staffs

- intuitive

- tool based

*Casting Target based

- Having Spells connected to casting targets

- Solves a few different casting problems

- more complicated to cast/implement though.

e.g. 3 spells castable on each block via rclick, crouchrclick, crouchlclick blocks might be air, grassydirt, logs, stone, mobs, players etc.

-Could enable a greater amount of spells

*Text based

- Casting using /cast commands, Spell binding using a bind command.

-Binds could be used (Improved Chat, AHK scripts)

-Very versatile

-Not many conflicts

-Text based commands are bleh and unintuitive though.

*Inventory Slot Based

Spells cast with shiftrightclick - spell cast depends only on the reagent in the right most inventory slot.

-Each spell would require a unique reagent/ reagent amount

-could use perhaps multiple slots to allow more combinations

-Swapping spells would require inventory sorting - convenient inventory plugin is good at this.

- Creates new/ unusual way of using inventory slots.

Casting cost - alternatives

I suggest a combination of a few of these systems to create something robust and interesting.

Staff Durability

- I quite like it, it's quite a clever and a visual use of something already within minecraft.

-Though it would be nice to have a symbolic trusty staff that never expires.

-There is always the option of staff repair - great for blacksmith's

*A variety of spell reagent costs

- a bit more like alchemy, stimulates the economy more, fallen mages will drop interesting items.

- reagents can be themed for the spells/magic type, excellent for rp

- Also places a more flexible limit on how many spells can be cast

- Reagents need to be renewable resources (e.g. pumpkins would run out)

* Spell Cooldown/ Limits

- as with timers as with the Mcmmo abilities, but for spells

- or with the break of day/ nightfall

- or using more flexible limit e.g. 5 casts within a certain period

- or A mana pool

*A Mana pool

- more intuitive and flexible than timers

- would allow for mana restoration potions/spells

Some Combination examples

*Living Staff -Item durabilty continues to represent the mana pool. Staff durabilty can regenerate after a set time/through repair/ on the break of day. Still retains the possibility of over drawing on your staff and 'shattering it' so to speak

*Elemental Staffs/Reagents - Each branch of magic would have 5 fundamental reagents, and each staff would represent a source of 1 of these reagents.

Staffs would no longer have a durability penalty, eachstaff representing an infinite source/reduced casting cost for spells using that reagent.

Having spells requiring multiple reagents would prevent infinite casting e.g. saplings + redstone, saplings + other fundamental reagent.

e.g. for a druid the wood staff might represent an infinite/increased source of reagent saplings, or under a mana pool system a reduced casting cost.

This may also increase the amount of spells able to be cast with a staff type (At a cost), though it would require spells to be associated with a casting target.

Remove/limit destructive spells

Already naughty undead are pillaging golden roads and breaking rooves outside of war with destructive spells, I wonder if any have thought to use their throwable tnt on a chests and your front door yet....

Either;

-make spells non-block destructive entirely, or within regions

-'nomagic zones'

http://forums.bukkit.org/threads/fun-ma ... 000.16630/

Spell Ideas for druids

viewtopic.php?f=17&t=3558

some examples of summons, buffs, heals and different casting methods/reagents.

Love the group cast idea

viewtopic.php?f=17&t=4608

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I'm not sure if any of you have played on HeroCraft but they have a great magic system in play. Basically you choose a class, the use of spells using mana much like a health bar which slowly regains after time. You gain exp for every spell you cast and lvl up unlocking new spells. You can bind a spell to an item such as a sword, stick or any item held. It would remove the need for a hoe which should be used for farming. Thats just my take on it, use someone else's idea but improve on it

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Well, i believe magic is probably my favorite plugin so far. My ideas to add to this are to either increase the mana in a staff, since gold is so rare, but being an Ascended, magic is our main attack and skill. But i'm sure that when the magic branches out to other kinds of staffs, it'll be much more reasonable. My other ideas are some sort of potion made like ale, but with another resource and an anvil made of a diamond block used to charge the staff. Perhaps using redstone to recharge the staffs, since redstone is quite abundant, and not of much value. Thank you for reading my suggestions.

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I have some ideas.

What if there were two types of magic spells. Utility spells and attack & defence spells. Utility spells are useful spells that the everyday poeple could use to make daily life easier. They would include transportation spells, harvest spells, building spell etc. Utility spells could be leveled up without any penalty to your weapon combat skills. Attack & defence spells are just that, they are spells that you use to attack others or defence yourself from others. When they are leveled up, there's is a penalty to your weapon based skills. Attack & defence magic could only be used by select people.

I hope you consider this. You guys are doing a great job! Keep up the good work!

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I really want powerful magic to be something only dedicated players can use. I don't want to see every guard or farmer to be half wizard. So I think that magic should be something hard to get in to. Maybe a challenging quest, (preferably not a combat focused quest, like the dungeon) or maybe you have to raise your skills to a specific level. You could go so far as to have to submit an application (similar to being a villian, you put in an app to be a powerful magic user) after completing the quest and/or leveling up your skills to a certain level.

That being said, I totally understand if you want everyone to be able to use at least some magic. So maybe everyone could use basic combat spells, and other small useful spells.

As for actual spells...

A summon wolves spell. It would have to summon them angry of course.

I like the idea someone had about a planting spell. Basically it would plant seeds in your inventory, in all the fertile soil near you.

A harvest spell, which would harvest all the crops near you.

A freeze spell. Freezes all enemies with in a certain distance from you.

Fire spell. Pretty straightforward.

Maybe a 'sand' spell. Changes all the dirt and stone a certain distance from you into sand. This would be a useful way to trap/kill/get away from someone if you're in a cave.

Maybe a de-spawn spell? A spell that de-spawns all mobs, or all hostile mobs within a certain distance from you.

A light, and dark spells. A spell that disables all torches with in a certain area from you, and a spell that would light up the area somehow (maybe creating and placing torches, or maybe changing a few blocks into glowstone).

Also, weather spells. Change the weather in your area.

I would say most of those ^^ would be higher level spells, that only dedicated magic users would be able to learn and cast.

As for basic spells, they could range from having all the sheep in your area drop their wool, to having a few saplings in your area grow. Also, maybe a small multiply spell, where you could maybe create another unstackable item you have in your inventory. For example, if you need two signs, and you only have one with you, you would use the multiply spell, and create a second sign. Again, that would only work with unstackable items, (and not high level weapons and armor), so people multiplying their ores wouldn't be a problem.

I have no idea if any of these ideas are possible, but hopefully at least a few are. Thanks!

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I have not even really looked into magic yet, but I agree with the above poster (sorry didn't get name) that magicians should be able to get lots of spells. healing, lightning, creating, fire, freezing, etc. would be a good addition.

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I like more a less the way magic is done. Just think as some people already said that is a pain to get the materials to get new hoes when they ask 2 gold blocks to give someone the ability to make about 15 spells more a less. Is just too expensive. When "wizards" already lose physical defense and should be using that much normal weapons I think.

I think mana, as in all games with magic, should be time related. What I mean with that is a mana regen rate. Something like 1% every 1 min or 1:30min. That will avoid people overusing it and will not dry the market completely.

About quest to get access to magic? I totally agree on that.

Other then that Im just waiting to see how the tiers are going to work out or even magic levels?? Will it be damage related?

Thanks.

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Ascended Magic System

Wood

Heal- 3 Heart Heal (buff)

Aengul’s Protection - Next attack does no damage (buff)

Mana Transfer- Transfers ⅓ of your mana to an ally (buff)

Iron

Blink - Short Range teleport (utility)

Holy Light- Makes a block emit light (lightstone level) for 30 seconds (utility)

Transmute- Changes one block to gold (Long Cooldown) (utility)

Gold

Purify- damages undead for 3 hearts (dmg)

Aengul’s Fire- Lights a 3x3 area on fire for 3 seconds, then extingushes and turns to grass (dmg)

Entangling Roots- Entagles a player for 5 seconds (they can’t move or be damaged) (trap)

Diamond

Aengul’s Wings- tosses player up in the air and deals 4 hearts of fall damage (dmg)

Starfall- Deals ½ Heart of damage per second for 5 seconds in a small area (aoe dmg)

Call of the Aengul - increases the effectiveness of all of the other spells for 10 seconds also buffs allies (Long Cooldown) (Ultimate Spell)

Magic Ideas

When making this chart, I wanted each staff to have a specific use, or class of spells. The wood staff is for buffs, the Iron is for utility spells, the Gold is for basic combat spells, and the Diamond is for “fight changing” spells. This way, an ascended who has one of each staff has a wide plethora of spells to chose from, and can easily switch from a support to combat role. I also feel like some sort of slight mana regen, which could be levelable through a magic stat, would greatly increase the effectiveness of Ascended and Undead Magic. Since these two races primary stats are in magic, they suffer pvp debuffs, I think this mana regen would give the two magic races a distinct magical advantage over the other ones.

Call of the Aengul Buffs

Heal- Increases Heal by 1 Heart

Aengul’s Protection- Blocks 2 Attacks

Mana Transfer- Takes ⅓ of your mana and gives your ally ⅔ of your mana

Blink- Increased Blink Distance

Holy Light- Allows the creation of two light emmiting blocks on one cooldown

Transmute- decreases cooldown by ⅓

Purify- Increased damage by 1

Aengul’s Fire- Increases area to 4x4

Entagling Roots- Entagles a player for 5 seconds and deals 1.5 hearts of damage

Aengul’s Wings- Increases damage by 1

Starfall- Increases duration to 6 seconds

Magic In General

I would love to see a real sense of progression with magic. When you start out, you should be able to do some basic spells which can aid you everyday. However, if you put a ton of time into leveling up your magic, it becomes a vital tool you use to complete nearly every time. This would give a real sense of progression through the game which would make leveling a really satisfying experience.

Another thing I would like to see would be different wands having different uses. For example, in the Ascended magic tree each wand has a specific use. This would allow each player to focus their magic use, and eliminate the need to carry around multiple wands. OR perhaps you could map spells to whatever wand you want, as long as it is the same level (or higher) as the spell you are trying to map.

I would really like magic to grow into another game mechanic that allows each race to complete tasks in unique ways. I think that each race's magic should be varied and each spell should have a wide amount of uses.

Ways to Train Magic

The obvious way would be use the spells themselves, however there are some interesting ways which magic could be made dynamic. Perhaps dungeon drops can include tomes which unlock powerful spells, or buff the spells you currently have. This would add another reason to use the dungeons, other than the current drops which can be found in other places in Aegis.

Another possible idea is the creation of a training system in which a high level wizard can train (basically xp buff) an apprentice. In return, the wizard could be payed in either minas or materials. This would ultimately lead to the creation of tightly-knit magic guilds who are all working to better themselves. Furthermore, it could be a nice transition to the creation of parties who would have shared xp on dungeon runs. This would allow mages to specialize in healing and support spells, rather than on point whoring.

Feedback for my ideas?

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Mana would be reset back to 100% Every 24 hours.

&

For Alchemy Transmutation, you would left click a block of iron three times, each time taking away mana, 33.333%, 66.667%, then 100%. And for each click you do, you get rid of... say.... 20% of your mana. And this would also only be available to users of Alchemy, who cannot practice magic as effecent as somebody else, as magicians couldn't practice alchemy as efficent as well as an alchemist.

( just a thought. )

P.S. TO: ABoyNamedSue

You included Alchemy as a spell.... ( Iron to Gold. )

Also, non wizards would suffer a no weakness, while wizards would suffer a melee weakness, but in return they are wizards, and can conjurer powerful spells!

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Here's my idea. I'm fairly sure some parts of this have been said before but I'm not just going to make a post filled with quotes.

In my mind Magick is the channeling of INNER energy (aka mana) to manifest an immediate physical change. That being said mana is not infinite nor is it finite. Imagine this: You start running, through running you are taking inner energy and making a physical change (eg: Using the energy from food to propel you forward), no one can run forever and eventually you have to stop or risk injury. But that doesn't mean you have to get new legs (eg: crafting a new staff) or that you can never run again. You just have to recover. So you rest, you get a bite to eat and replenish and heal your body. After this you can run again. If you keep practicing and training you can run farther and faster and recover quicker but you always have a limit and you will always have to recover.

Now think of "running" as using magick. You can use some mana (which is energy stored in your body) but you can't use mana forever. Eventually EVERYONE (this is key) runs out. Now you can keep attempting to cast spells but what do they use for energy? Your life (aka If you have no mana you can still cast a spell in exchange for damage). In order to gain your mana back you must REST (no combat, no mining, no farming, etc To go even farther I think you should have to be in a house or (if possible) a designated Mana Regen area). Once you have rested sufficiently your mana will be replenished and you will be able to cast spells once again. With training you can gain more mana (running farther) and more powerful spells (running faster) and shorter recovery times but you will ALWAYS have a limit and you will ALWAYS have to recover.

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Mana = no way for me. cooldowns are just as good. ABoyNamedSue had a lot of cool ideas there. All we need is an XP system so that it takes a LOT of time to get to the higher spells.

some ideas:

blast spells, and spells that can be put on objects (an example would be spells that can be put on a sword so it can absorb lightning and throw it back within a short time (i really liked this one)).

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We should have some kind of battlespells. like you can buff yourself.

But personally i think maby giving spells to everyone isent so smart. maby there should be some sort of training for it....

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