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

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I think what I'd most like to see is different schools of magic rather than being defined by a characters race. It'd provide greater flexibility in character and an expansion of choice.

Having said that, I can understand why types of magic might have racial limits as the history could support this. If that's the decision of the server, I'd be fine with it.

And finally...any chance of an earthen based school of magic?

Not the forge-based magic of the dwarves or the nature-based magic of the elves, but actual earthen magic, which could include spells such as:

  • Turning a block of cobblestone into smoothstone or sand into sandstone (Solidify? Enhance Density? Compaction?)
  • Forming a wall of dirt where the caster targets, so long as it's in x blocks of the caster and they've got enough dirt in their inventory. Say, 2 high by 3 wide and one deep at the second level perhaps. Similar to Malin's Wall except dirt.
  • Turning an area of sand and/or dirt into soulsand for a short period, or simply spawning an area of soulsand for a short period.
  • Providing a temporary armour boost, or damage reduction, provided that the caster or target does not have armour already equipped. Maybe a single, random armour slot that the target has empty when the spell is cast?

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Players who opt to be / are accepted as mages should be allowed to access a base set of spells that are good for menial tasks (Your standard armoury of fireballs, heals, shields, whatnot).

However, Players should be allowed to submit requests for custom spells that suit their RP.

As a example, I would like to be a Frost mage. I don't like fireballs, for obvious reasons. I make a request for my Fireball to be replaced with a (Ice Bolt?). The spell may be virtually the same but it suits your RP better.

Also, it'd be nice if people who RP as healers get better healing spells, and necromancers get raise Undead and so on and so forth.

I know this would be a lot more work for the people checking/accepting the apps (Could be the Mage's Guild leader, I guess. That'd fit RP.) But I think it potentially could work well.

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Maybe some classes get something like...bodyguards? Necromancer a pigmen(after reached lvl 50 for example) Earth a wolve...and so on?

Greetings

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Maybe some classes get something like...bodyguards? Necromancer a pigmen(after reached lvl 50 for example) Earth a wolve...and so on?

Greetings

I like the idea of that. It's a shame you can't get custom mobs in game, otherwise fire mages could get lava monsters etc.

I suppose they could have a blob of lava that follows them, but that could be problematic...

Necromancers could get a temporary "minion" spell that summons a zombie for about 30secs perhaps? Then the higher they get, the longer it lasts or stronger it gets. You could also get additional perks along the way (2 Zombies, fast zombies, light-resistant zombies) that could add some customization to the magic schools.

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Id like to see a "line of spells", (abjuration/alteration based), that aids no aggressive tasks,

like builders and adventurers.

"Hover" - Makes you levitate right up and down. No more dirt towers.

"Demolish" - Destroys a huge chunk of blocks placed by yourself, or in a protection zone youre admin in. Results in a quicker way to undo and redo stuff you want changed.

"Dimension door" - teleports the player to a valid location hes looking at.

"Feather fall" - Float like a feather and take no falling damage.

"Beacon" - Sets a beacon, or teleports the player to a placed beacon. Only one beacon may be maintained at a time, and they will eventually time out to prevent exploits.

"Sanctuary" - Prevents monsters from attacking the player. This breaks if the player makes an attack. Mining, digging, cutting sheeps etc. does not break sanctuary. Would make it possible to actually do these tasks at night without getting serial raped by 10 pigmen.

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Hmm not sure if they would allow custom spells but you could have more complex schools such as diffrent elements within the main schools of spellweaving, mystacism etc....

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"Sanctuary" - Prevents monsters from attacking the player. This breaks if the player makes an attack. Mining, digging, cutting sheeps etc. does not break sanctuary. Would make it possible to actually do these tasks at night without getting serial raped by 10 pigmen.

Great idea! What about a barrier of glass around the player that absorbs attacks as long as no friendly player touches it?

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I'll try to keep my comment short, with main points (some others have already said)

-Magic not for everyone, only (quite) rich people would be mages right now!

Suggest:

Magic should be a choice for experienced players in the server, applying to some sort of 'master wizard', it will unlock magic for them but limit their other skills greatly! Also, they should be able to choose a few spells. Each spell costing a number of 'points', 'points' are received at the start but can be gained through RP.

-Artifact magic; special staffs/artifacts that give one signle, very powerfull spell to the wielder. Usually in the possession of each faction's 'master wizard'.

-Flying for certain highly advanced mages.

-a little bit of basic 'magic' for the non-mages; weaker spells, no direct-damage spells.

for example: can create small wall of fire (3X1)(but can't put a person aflame),

Can make crops grow immediatly (like bonemeal), Can summon ONE minion (larger amounts only for professional mages)...

Hope this is usefull for you!

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Magic is for people that fit their rp not for just rich and the random. Plus if every one had "basic magic" then the server would just be a massive spam of fire and lightning.

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I still think that a elemental style of magic would be much better.

I'd rather not have a oblivion-clone style magic system, really...

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I still think that a elemental style of magic would be much better.

I'd rather not have a oblivion-clone style magic system, really...

The spells that I think would work best are ones that use exisiting mechanics rather than having to code new ones.

Knockback spells.

Fireballs.

Lightning Bolts.

Setting things on fire.

Slowing via cobweb?

That aside, a minion spell would be nice too. Maybe using similar code to the NPC mods for singleplayer, so that they can help with things other than fighting.

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The spells that I think would work best are ones that use exisiting mechanics rather than having to code new ones.

Knockback spells.

Fireballs.

Lightning Bolts.

Setting things on fire.

Slowing via cobweb?

That aside, a minion spell would be nice too. Maybe using similar code to the NPC mods for singleplayer, so that they can help with things other than fighting.

There's a lot more spells that could be implemented with a bit of imagination, it's just finding a way to use them in-game.

You only have 5 staves, so unless there's a way to switch schools in game, or another way i havent thought of, we'll be stuck at 5 different spells, unfortunately...

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Each staff counts as a teir. Each teir has 3 spells using "shift", "Right-Click Shift", "Left-click shift" So really each race or person has 15 spells to choose from.

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the sending a target flying happens anyway in 1.8 (nothch has said he is going to do that)

that has indead been said, when you attack someone when sprinting you knock the mod back a few blocks, ive seen it and heard it from notch in a video its mentioned in his blog, its in the 1.8 wiki and ive seen it on variouse websites across the internet
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Each staff counts as a teir. Each teir has 3 spells using "shift", "Right-Click Shift", "Left-click shift" So really each race or person has 15 spells to choose from.

I hope magic is in classes. I would hate race magic.

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