Please? Also, please dont use Trail of Destruction as the name, use Power Stack
Asking won't get you anywhere, he will PM you if he accepts you as a beta tester somewhere in the week.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Mithion, mind sending me your skype so i can keep in touch and let you know of bugs and other nasties?
Bugs need to be tracked in a way that they are visible to other beta testers. Because of this they will likely be on the wiki.
Also keep your eye on the wiki in general. Things are being updated daily right now as content is backfilled. The beta invites will not be sent out until after some of the recipes make it to the wiki (if you don't know how to craft the blocks or create any spells, there isn't much of a point in beta testing).
Turn Hostile Mob Friendly(I suck at coming up with names.)
projectile
on hostile mob
What this spell would do is when you used the spell, it would fire a beam and turn the mob friendly for 15 seconds.
This is really helpful for people in survival who need to get out of an area fast.
Change Mob
projectile
on any mob
What this spell would do is change any mob into a diffrent mob. For instance, you could change a pig into a cow, into a creeper, into a cave spider then into an enderman, which you need for ender chests. The only fault I see is that if the spells only work once, this is worthless, so maybe like a talisman?
1. Pocket Dimension - Magician or not, inventory management is always an issue for the explorer. With the need for carrying your spell book and various essences, that need becomes only more acute. What's the wizard to do? Stuff his stuff into his left sleeve of course. Any self respecting wizard has a handy pocket dimension there, where he can tuck items for later use.
- I believe this would be a channeling spell? It would need to have a maintenance cost. As a diminished spell the casting cost plus maintenance cost would be low but with limited storage. 15 spaces perhaps? As a normal spell the casting cost would be more substantial, and carry a higher maintenance cost, though it shouldn't be so high that it's the only thing you can do magically. A normal Pocket Dimension spell should give about as many slots for stuff as a normal chest. As an augmented spell it should carry a high enough cost both in casting and in maintaining the spell that only high level wizards would care to use it, but having an infinite storage would be worth it. There are mods out there that have code that makes paged chests, so I know it's possible. I'm sure that's not easy. One drawback to the spell should be that if you run out of mana to maintain the spell all the stuff you have tucked away should be lost. Bummer!
--Opening a previously activated spell could be as simple as right-clicking the spell scroll in your hand. This would also be a neat place to use a control key. 'p' for example, could be used to open and close the pocket dimension to access the inventory stored there.
2. Repel - this would be a defensive spell. This could be cast either on yourself, or as a casting block spell. When activated on yourself it creates a zone around you as you walk that repels entities. This would apply both to peaceful entities and to hostile ones. It does not stop ranged attacks however. It simply pushes entities back from you. Cast on a casting block, the spell would create a "safe zone" that entities cannot enter. It could then be used to provide a defensive shield around a player's home base. This should also be a fairly high level spell.
3. Douse - You have a number of spells to cast fire, or cause fire damage. You have a number of spells to protect a player from taking fire damage. But you don't have a spell yet to put out a fire if a player starts to burn. Ouch. Douse is a self-targeting spell that douses the flames if a player should start burning. It heals no damage. It should be a single casting level, with a fairly low cost.
Okay, so I would like to say something before I suggest two spells (and I will make a tower, but that will be later, and just because I can).
I have been searching for a very long time for THE perfect magic mod.
Guess what I thought when I saw the video for this?
So now, it is ON TO THE SPELL SUGGESTIONS! TALLY-HO!
SPELL ONE!
The spell name: Weary Eyes.
The spell type (projectile, cone, aoe, block-target, self, buff, channeled): Debuff/projectile.
What it should do when it hits an entity (if applicable): It will cause the entity to lie down as if it were asleep. The effect wears off when the target is dealt damage, or when 3 minutes elapses.
What it should do when it hits a block (if applicable): Absolutely nothing.
SPELL TWO!
The spell name: Re Herring/Smokescreen
The spell type (projectile, cone, aoe, block-target, self, buff, channeled): AOE
What it should do when it hits an entity (if applicable): Block vision with a massive cloud of smoke that encompasses up to 20 blocks in each direction, depending on how much time was spent preparing the spell.
What it should do when it hits a block (if applicable): Create a large amount of smoke for upwards of 15 seconds.
Now, I am just suggesting these spells because I can. I will try my hand at making a mage tower for you to oogle at, and use that for an application for beta-testing.
Weary eyes isn't the kind of spell I'm going to add for now - immobilizing players is more complex than it sounds. I will still consider it in a later update though.
Spell 1:
Name: Deamox Lividux
Type:Block-target
What it does:Finds diamonds in two words. It will detect how far the diamonds are from you and will then tell you what direction you have to head to find them, but it would do it in the language of magic. Lexarc:Left Ranpher:Right Tuyil:Forward Cadiloph:Backward Uphilia:Up Eaphar:Down Next to the magic words it would say how close you are, it would be a sort of set number, for each block the number will go up 0-256 but each number must be at least how many blocks away you are multiplied by 256. For example 1:0-256 2:257-512 3:513-778 and so on.
Spell 2
Name: Flaron Chaphandia
Type:Buff
What it does: Sets you on fire. While in this fire, you are in a god mode, this god mode will last for 15 second. Whatever you touch while in this fire will be set on fire as well, however it will not get the god mode buff, ultimately killing it. While using this buff, you may not use weapons.
Deamox Lividux is a great implementation of an otherwise overpowered spell. I like the fact that you still need to more or less find it, it just helps to guide you.
Flaron Chaphandia is already in the game, under the name Fire Shield.
I think there should be a spell called Trail of Destruction, and when used, it would stack energy/power, so the next spell used would be a supercharged, super-damage spell. PLEASE LET ME INTO BETA TESTING!!! I really want to try out this mod, and have floating runes around me!
Also, there should be a spell called Fiery Avenger, if you cast it, if you die within 3 minutes, a blast of fire comes from you in all directions. It be a Avenger spell series, like Electric Avenger, instead of fire, electricity comes out. PLEASE LET ME IN BETA TESTIN!
Trail of Destruction is implemented by casting mode.
Avenger spells aren't bad, not sure how many of them I'll do though.
So, beta testing. If you're still accepting, I'm interested. (Ha. Professionalism. Okay, done with professionalism)
So, the two spells I thought up that aren't A ): in the suggestions or B ): in the wiki are the Tesla Shield (Electric Shield, Storm shield, etc.) and the Electrical Dominance. The latter actually taking form as two possible spells.
I'm also putting in the concept for a third just in case it seems interesting.
Tesla Shield:
Type: Self/block-target Buff.
Effect on Entity: As this is a self-buff the entity would be the player and the effect would be creating a small storm that zaps hostile mobs when they get too close (possible 0.5-1.5 blocks), doing minor damage and pushing the mob away form the player. The latter being its primary purpose. Lasts 30 seconds to two minutes randomly.
Effect on Block: Creates a small electrical storm on the block face the spell was cast on that lasts upwards of three minutes that does minor damage to all mobs and pushes them away. Basically the same as above only about 2-3x range.
The cost for this, I would imagine, would be a small cost allowing lower-level mages to use it as a utility within caves or when adventuring through nighttime.
Electric Dominance:
First Idea:
Type: Projectile
Effect on Entity: Turns hostile mobs (excluding creepers. They explode with an electric charge) into followers for a set amount of time. The idea behind this is that the brain is a compilation of bioelectric signals and the ability to manipulate those causes a change in friend or foe. However, as the brain is complex and still mostly unknown, it fights the spell until it finally breaks free at about 2 minutes after first cast. Cost of spell: Mid-ranged to high.
Effect on Block: None. As this is micro-electric in nature a block cannot be affected.
Second Idea:
Type: Cone
Effect on Entity: Stuns several mobs within a small cone in front of the player for around 5-15 seconds. Some mobs may not survive the blast itself, and of course Creepers still explode with an electric charge. Micro-electricity is a hard thing to focus, you know. Cost of spell: Low-to-Mid ranged.
Effect on Block: None. Again, micro-electricity has no effect on blocks.
Magnetic Resonance:
Type: Channeled AOE
Effect on Entity: Causes creepers to explode due to minor electrical charges. Most mobs unaffected.
Effect on Block: As it is channeled for longer causes metal-type ores (namely iron. Copper and tin if using Forge. Gold is not magnetic.) to break and move towards the player. Ores in direct sight in a 15-20 block radius immediately break and float towards the player. Ores behind walls take longer to break through walls to come towards the player. Recommended breaking walls first then ores so as not to spam the client with lots of drops. Cost: Low, but as it is channeled the cost could go up exponentially.)
And one I'd love to see.
Electric Whip:
Type: Self-target Buff
Effect on Player: Equips an electric whip capable of damaging mobs within 5-7 blocks of the player when used. Think a sword with a 5-7 block range and a nasty sting to it. Has a small chance to disorient the mob hit and causes creepers to explode on contact. (Again, creepers explode with electrical charges)
Alt 1: Equips in open hotbar slot (automatically selects), unequips when deselected.
Alt 2: Scroll becomes the whip mechanism and is returned to normal after deselection.
Time equipped: one minecraft day (10-20 minutes. It is a weapon and you can't use anything else with it equipped.)
(Similar to Skyrim's conjured weapons, which is a good mechanic in my opinion.)
Thought: if overcharged, increase max range.)
Effect on Block: Spell does nothing. With whip: Attacking a metallic ore block has the same effect as Magnetic Resonance only affecting one block at a time. Also can retrieve diamonds if lucky enough to wrap around them. (This is a magic spell, after all. And how many diamonds have you seen over lava that you really want to get but can't?)
General cost: Low to Medium cost for a weapon that must stay selected.
And after all this I think I'm going to try designing a Wizard Tower. Why not go all the way, right? I might think up some other things along the way.
Edit:
Okay, three towers of two different models. One model has an aged appearance (vines not included) and the other model is a desert-based. I got the idea of the desert one so I decided to roll with it.
How do I put screens on the forum? cause it didn't work here...
Tesla shield, I like. I know just how to do it, too.
Electric dominance I'm going to pass on for release - changing creatures AI targeting is no simple task. That will likely be more possible with the factions update.
Magnetic resonance is a good one, but will need to be carefully balanced. Between radius and mana cost, that shouldn't be too bad though.
Electric whip falls under bound weapons, which will be coming in a future update.
Turn Hostile Mob Friendly(I suck at coming up with names.)
projectile
on hostile mob
What this spell would do is when you used the spell, it would fire a beam and turn the mob friendly for 15 seconds.
This is really helpful for people in survival who need to get out of an area fast.
Change Mob
projectile
on any mob
What this spell would do is change any mob into a diffrent mob. For instance, you could change a pig into a cow, into a creeper, into a cave spider then into an enderman, which you need for ender chests. The only fault I see is that if the spells only work once, this is worthless, so maybe like a talisman?
Turn hostile mob friendly, or mind control, or anything of that nature has been suggested already, and is addressed above.
1. Pocket Dimension - Magician or not, inventory management is always an issue for the explorer. With the need for carrying your spell book and various essences, that need becomes only more acute. What's the wizard to do? Stuff his stuff into his left sleeve of course. Any self respecting wizard has a handy pocket dimension there, where he can tuck items for later use.
- I believe this would be a channeling spell? It would need to have a maintenance cost. As a diminished spell the casting cost plus maintenance cost would be low but with limited storage. 15 spaces perhaps? As a normal spell the casting cost would be more substantial, and carry a higher maintenance cost, though it shouldn't be so high that it's the only thing you can do magically. A normal Pocket Dimension spell should give about as many slots for stuff as a normal chest. As an augmented spell it should carry a high enough cost both in casting and in maintaining the spell that only high level wizards would care to use it, but having an infinite storage would be worth it. There are mods out there that have code that makes paged chests, so I know it's possible. I'm sure that's not easy. One drawback to the spell should be that if you run out of mana to maintain the spell all the stuff you have tucked away should be lost. Bummer!
--Opening a previously activated spell could be as simple as right-clicking the spell scroll in your hand. This would also be a neat place to use a control key. 'p' for example, could be used to open and close the pocket dimension to access the inventory stored there.
2. Repel - this would be a defensive spell. This could be cast either on yourself, or as a casting block spell. When activated on yourself it creates a zone around you as you walk that repels entities. This would apply both to peaceful entities and to hostile ones. It does not stop ranged attacks however. It simply pushes entities back from you. Cast on a casting block, the spell would create a "safe zone" that entities cannot enter. It could then be used to provide a defensive shield around a player's home base. This should also be a fairly high level spell.
3. Douse - You have a number of spells to cast fire, or cause fire damage. You have a number of spells to protect a player from taking fire damage. But you don't have a spell yet to put out a fire if a player starts to burn. Ouch. Douse is a self-targeting spell that douses the flames if a player should start burning. It heals no damage. It should be a single casting level, with a fairly low cost.
Pocket dimension and repel are excellent mechanics. I like the drawback implied in pocket dimension as well.
ah. I'm not sure that was up when I was reading through the water spells. I guess that accounts for the duplicate idea. Though that spell does a great deal more than the simple extinguish spell I was proposing. If it was up I missed it I guess. Oh well.
First, Slow Mo. It will slow down time. It would probably be a ritual spell, so I suggest you do not add it into the initial release.
Next, Steal Buff. It will steal any buff (or debuff) from another player or mob.
I have some ideas to improve earthquake. You could make it have randomized magnitudes and radiuses instead of 8 blocks. You could also make any flowers, grass, or mushrooms disappear.
Also, what did you think of my buildings? PM me or reply.
I am a friend of Mithion and I am going to help answer any questions about the mod. Mithion is busy preparing for the closed beta invites to go out.
Bugs need to be tracked in a way that they are visible to other beta testers. Because of this they will likely be on the wiki.
Also keep your eye on the wiki in general. Things are being updated daily right now as content is backfilled. The beta invites will not be sent out until after some of the recipes make it to the wiki (if you don't know how to craft the blocks or create any spells, there isn't much of a point in beta testing).
Thank you, although i already know this, I was asking as a favor, I am aware that mithion is busy, And i am currently helping in the development of about 6 other mods. I actually prepaired for the recipes, as i am using CraftGuide, everything you just sent me is stuff that i already know, as the wiki is something i am checking daily, Please do not act like i am under you in authority, as i am not an idiot.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Got another idea, Reflective Disorder, Very simple, it deals the amount of damage that you are missing in health, Particle effects could be something like mana particles coming out of the caster, and going into the opponent.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Mithion I have thought of another spell. The spell is called Title wave it casts a wave of water with particals that pushes mobs back and does 4 hearts of damage. It doesn't flood land when it is done it disappears. Also it can effect other players if on multiplayer (if possible)
You can decide how much mana it will costs and you can change the name if you want. Thanks
Mr_boness are the beta testers going to get there copy of beta this week because i talked to Mithion and he said he will pm people this week.
yes, everyone who has been accepted into beta will get a copy sometime this week.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
yes, everyone who has been accepted into beta will get a copy sometime this week.
Thanks but how do you know or tell if you got accepted before he PMs you? Because he accepted 3 of my ideas. Or cant you tell just wondering im just excited!
Thanks but how do you know or tell if you got accepted before he PMs you? Because he accepted 3 of my ideas. Or cant you tell just wondering im just excited!
just relax, and wait like everyone else.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Asking won't get you anywhere, he will PM you if he accepts you as a beta tester somewhere in the week.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Bugs need to be tracked in a way that they are visible to other beta testers. Because of this they will likely be on the wiki.
Also keep your eye on the wiki in general. Things are being updated daily right now as content is backfilled. The beta invites will not be sent out until after some of the recipes make it to the wiki (if you don't know how to craft the blocks or create any spells, there isn't much of a point in beta testing).
Turn Hostile Mob Friendly(I suck at coming up with names.)
projectile
on hostile mob
What this spell would do is when you used the spell, it would fire a beam and turn the mob friendly for 15 seconds.
This is really helpful for people in survival who need to get out of an area fast.
Change Mob
projectile
on any mob
What this spell would do is change any mob into a diffrent mob. For instance, you could change a pig into a cow, into a creeper, into a cave spider then into an enderman, which you need for ender chests. The only fault I see is that if the spells only work once, this is worthless, so maybe like a talisman?
I have three more suggestions for spells.
1. Pocket Dimension - Magician or not, inventory management is always an issue for the explorer. With the need for carrying your spell book and various essences, that need becomes only more acute. What's the wizard to do? Stuff his stuff into his left sleeve of course. Any self respecting wizard has a handy pocket dimension there, where he can tuck items for later use.
- I believe this would be a channeling spell? It would need to have a maintenance cost. As a diminished spell the casting cost plus maintenance cost would be low but with limited storage. 15 spaces perhaps? As a normal spell the casting cost would be more substantial, and carry a higher maintenance cost, though it shouldn't be so high that it's the only thing you can do magically. A normal Pocket Dimension spell should give about as many slots for stuff as a normal chest. As an augmented spell it should carry a high enough cost both in casting and in maintaining the spell that only high level wizards would care to use it, but having an infinite storage would be worth it. There are mods out there that have code that makes paged chests, so I know it's possible. I'm sure that's not easy. One drawback to the spell should be that if you run out of mana to maintain the spell all the stuff you have tucked away should be lost. Bummer!
--Opening a previously activated spell could be as simple as right-clicking the spell scroll in your hand. This would also be a neat place to use a control key. 'p' for example, could be used to open and close the pocket dimension to access the inventory stored there.
2. Repel - this would be a defensive spell. This could be cast either on yourself, or as a casting block spell. When activated on yourself it creates a zone around you as you walk that repels entities. This would apply both to peaceful entities and to hostile ones. It does not stop ranged attacks however. It simply pushes entities back from you. Cast on a casting block, the spell would create a "safe zone" that entities cannot enter. It could then be used to provide a defensive shield around a player's home base. This should also be a fairly high level spell.
3. Douse - You have a number of spells to cast fire, or cause fire damage. You have a number of spells to protect a player from taking fire damage. But you don't have a spell yet to put out a fire if a player starts to burn. Ouch. Douse is a self-targeting spell that douses the flames if a player should start burning. It heals no damage. It should be a single casting level, with a fairly low cost.
Chain Lightning is already part of this mod. Please refer to the spell list on the wiki for all available spells to date.
Weary eyes isn't the kind of spell I'm going to add for now - immobilizing players is more complex than it sounds. I will still consider it in a later update though.
Smokescreen is a good one.
Deamox Lividux is a great implementation of an otherwise overpowered spell. I like the fact that you still need to more or less find it, it just helps to guide you.
Flaron Chaphandia is already in the game, under the name Fire Shield.
Trail of Destruction is implemented by casting mode.
Avenger spells aren't bad, not sure how many of them I'll do though.
Tesla shield, I like. I know just how to do it, too.
Electric dominance I'm going to pass on for release - changing creatures AI targeting is no simple task. That will likely be more possible with the factions update.
Magnetic resonance is a good one, but will need to be carefully balanced. Between radius and mana cost, that shouldn't be too bad though.
Electric whip falls under bound weapons, which will be coming in a future update.
I had to put this in here. I love SpongeBob.
Turn hostile mob friendly, or mind control, or anything of that nature has been suggested already, and is addressed above.
Polymorph is a good idea.
Pocket dimension and repel are excellent mechanics. I like the drawback implied in pocket dimension as well.
Douse already exists in the form of water shield.
Kiss of Death: This is a touch spell that gives the enemy you are touching a debuff that will slowly drain health.
Flaming Roll: You dash forward with flames coming off of you, and whatever you touch catches on fire, including blocks, mobs, and other players.
I have a tower done for you but I need to upload it sometime soon. I look forward to using this mod!
First, Slow Mo. It will slow down time. It would probably be a ritual spell, so I suggest you do not add it into the initial release.
Next, Steal Buff. It will steal any buff (or debuff) from another player or mob.
I have some ideas to improve earthquake. You could make it have randomized magnitudes and radiuses instead of 8 blocks. You could also make any flowers, grass, or mushrooms disappear.
Also, what did you think of my buildings? PM me or reply.
Thank you, although i already know this, I was asking as a favor, I am aware that mithion is busy, And i am currently helping in the development of about 6 other mods. I actually prepaired for the recipes, as i am using CraftGuide, everything you just sent me is stuff that i already know, as the wiki is something i am checking daily, Please do not act like i am under you in authority, as i am not an idiot.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
You can decide how much mana it will costs and you can change the name if you want. Thanks
yes, everyone who has been accepted into beta will get a copy sometime this week.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
just relax, and wait like everyone else.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.