I know that the idea of magic in Minecraft has been suggested countless times. I love the concept, but no thread has quite struck my fancy (too many single use spellbooks, runes, and complex rituals). This is my own unique (as far as I know) take on the suggestion, merging the basic concepts from magical games such as WoW and the gameplay style and theme of Minecraft. The Spellbook
The spellbook is the foundation item for magic and is used for the creation of spells. Spellbooks are made like so:
= Redstone
= Book
and are placed in the spellbook slot of the player's inventory. Redstone is used due to it's ability to channel and manipulate energy. When the spellbook in its slot is right-clicked, it opens the spell grid in which spells are "crafted". The size of the grid depends on the player's experience, which is determined by various statistics and achievements such as destroying ores, going to the Nether, and vanquishing monsters. The grid size starts at 0 and goes up one size for every 100 experience. There are 3 grid sizes not counting 0. More experience means that stronger, more complex spells can be created. These are the sizes:
= No cell Basic Spell Mechanics
Spells are crafted by putting various ingredients into the spell grid. This will create a certain 5-use spell with a specific cooldown between uses. Spells that are made can only be put in the spell hotbar, a second hotbar that opens up when a spellbook is in the spellbook slot.
Spells
Sprout: Sprout is a low level growth spell made in the 1st grid. It causes all saplings, crops, and other plants to grow immediately within 5 blocks.
= Sapling
Grow: Grow is a mid-level growth spell that does the same as sprout but in a 25 block radius.
= Sapling
Flourish: Flourish is the highest level growth spell that affects a 100 block radius and makes all saplings large trees.
= Sapling
Shower: Shower causes a small, short rainstorm.
Storm: This spell causes a larger storm with a 50% chance of being a thunderstorm.
Lightning storm: This spell causes a large thunderstorm with massive amounts of lightning.
= Redstone
Fireball: This crated a small fireball with 3 hearts of damage and causes fire. I
Fireblast: This creates a larger fireball with 6 hearts of damage and can destroy blocks (created a 3 block radius crater).
Firestorm: This creates 5 fireballs with 7 hearts of damage and a 4 block radius crater.
I've almost always wanted some sort of magic it minecraft, but I agree with you saying most suggestions are not very good. By even the little you have written now, I can see that this could turn out to be a very good suggestion. But I do think that there should be some sort of ritiul that you have to colmplete to start magic, and to unlock the most powerful spells. Maybe just as simple as making a runecraft-like rune with a few expensive blocks, like iron blocks or lapis , in it. Maybe like this:
[]
Where bookshelf is anything from a short list of iron, lapis, brick, (still considering that one, some worlds have easy to get clay), brown wool, something rare found only from dungeons, or something of the like. That would enable the spellbook "saftey". If it wasn't, the spells could backfire 80% of the time.
It would need this because magic, to me, seems like a midgame thing, not something you can get right after starting a new world.
Just my opinion.
I've almost always wanted some sort of magic it minecraft, but I agree with you saying most suggestions are not very good. By even the little you have written now, I can see that this could turn out to be a very good suggestion. But I do think that there should be some sort of ritiul that you have to colmplete to start magic, and to unlock the most powerful spells. Maybe just as simple as making a runecraft-like rune with a few expensive blocks, like iron blocks or lapis , in it. Maybe like this:
[]
Where bookshelf is anything from a short list of iron, lapis, brick, (still considering that one, some worlds have easy to get clay), brown wool, something rare found only from dungeons, or something of the like. That would enable the spellbook "saftey". If it wasn't, the spells could backfire 80% of the time.
It would need this because magic, to me, seems like a midgame thing, not something you can get right after starting a new world.
Just my opinion.
About something not available from the start, you do need 100 experience just to make the forts basic spells. By the way, I have 3 sequences of spells up. Check them out! I'm not so sure about the ritual, though. It takes a while to get the experience, anyway.
Ah. Well, I would just want to know how hard it is it get the experience. Maybe just make ritiuls enhance spells? Like your fireball would do a heart or so of extra damage. Or if you made a life rune that gives you regeneration, it could speed up the rate. And a spell idea, the trap spell.
You would use it on blocks, and when you stepped on that block, you would catch on fire.
EDIT: And I assume the flint is gravel in your spells, and lava is lava buckets.
Ah. Well, I would just want to know how hard it is it get the experience. Maybe just make ritiuls enhance spells? Like your fireball would do a heart or so of extra damage. Or if you made a life rune that gives you regeneration, it could speed up the rate. And a spell idea, the trap spell.
You would use it on blocks, and when you stepped on that block, you would catch on fire.
Interesting idea, with the trap spell, but rituals and runes will never be a part of it. About experience, to get to a level 3 grid, you'd need to have mined rare ores like diamonds, destroyed spawners, gone to the Nether, and so on. You need to be pretty deep into the game.
Another idea, make it take time for a spell to be crafted depending on its strength,so this doesn't happen.
Person: No! My fireball ran out of charges! I'll just make a new one then while hiding behind a wall..... Alright! New spell!
You could make a teir 1 spell take 10 seconds to make, tier 2 take 30, and 3 a minute. And this migth be too little.
And make it so you must stay stationary while making them, and if you get hurt, you loose the components.
As a mod? Go ahead, but please not in my vanilla game :/
It's not your idea that I don't like but rather the fact that in my opinion magic, alchemy etc. Shouldn't have a place in the game. But something like runecraft (I think that's what it was called?) might be a fun thing to go to every once in a while and that's fun but I think it would ruin the everyday world.
It wouldn't be long until there are 'overpowered' spells and though there isn't a competitive community in Minecraft it would detract from the original experience of the surviving the first one or two nights and things like that (Beds have already made the game too easy for the new comers though the idea in itself is brilliant- it's just that it shouldn't be so easy to craft). You might not have thought of it but if you implement magic and spells there will eventually be spells that can be abused so early in the game.
Also this is debatable- but I don't see it fitting within the Minecraft theme. I say debatable because it's not like Notch has said "Oh this game is medieval" or "Oh this game is about a guy in a deserted island" from what I know. Of course if it's a server dedicated to your idea it can work because if there is a recommended texture pack along side the mod then everything will blend in much more easily.
Like I said- nothing is wrong with the idea, I just don't like it being in the standard game.
I think that if magic is added, it should be a whole new thing. New items. I would like digging up magic gems that have elemental energy. I had a half-finished suggestion on that a while back that I never posted.
I think of creating a portal in minecraft as a form of magic, and therefore, I believe any magic in minecraft really needs to follow in that style, which is basically build a structure out of obsidian, activate it somehow, something magical happens.
I can't think of much in that vein that wouldn't OP the game though.
I see that this probably isn't a good idea for vanilla Minecraft and I'm making it a mod suggestion. I'll keep it here too, just in case. I'm glad people like the idea, though. I presume all the dislikes are because it's better for a mod.
Another idea, make it take time for a spell to be crafted depending on its strength,so this doesn't happen.
Person: No! My fireball ran out of charges! I'll just make a new one then while hiding behind a wall..... Alright! New spell!
You could make a teir 1 spell take 10 seconds to make, tier 2 take 30, and 3 a minute. And this might be too little.
And make it so you must stay stationary while making them, and if you get hurt, you loose the components.
The Spellbook
The spellbook is the foundation item for magic and is used for the creation of spells. Spellbooks are made like so:
= Redstone
= Book
and are placed in the spellbook slot of the player's inventory. Redstone is used due to it's ability to channel and manipulate energy. When the spellbook in its slot is right-clicked, it opens the spell grid in which spells are "crafted". The size of the grid depends on the player's experience, which is determined by various statistics and achievements such as destroying ores, going to the Nether, and vanquishing monsters. The grid size starts at 0 and goes up one size for every 100 experience. There are 3 grid sizes not counting 0. More experience means that stronger, more complex spells can be created. These are the sizes:
[]
[] [] []
[]
[] []
[] [] [] []
[] [] [] []
[] []
[]
[] [] []
[] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] []
[] [] []
[]
= No cell
Basic Spell Mechanics
Spells are crafted by putting various ingredients into the spell grid. This will create a certain 5-use spell with a specific cooldown between uses. Spells that are made can only be put in the spell hotbar, a second hotbar that opens up when a spellbook is in the spellbook slot.
Spells
Sprout: Sprout is a low level growth spell made in the 1st grid. It causes all saplings, crops, and other plants to grow immediately within 5 blocks.
= Sapling
Grow: Grow is a mid-level growth spell that does the same as sprout but in a 25 block radius.
= Sapling
Flourish: Flourish is the highest level growth spell that affects a 100 block radius and makes all saplings large trees.
= Sapling
Shower: Shower causes a small, short rainstorm.
Storm: This spell causes a larger storm with a 50% chance of being a thunderstorm.
Lightning storm: This spell causes a large thunderstorm with massive amounts of lightning.
= Redstone
Fireball: This crated a small fireball with 3 hearts of damage and causes fire. I
Fireblast: This creates a larger fireball with 6 hearts of damage and can destroy blocks (created a 3 block radius crater).
Firestorm: This creates 5 fireballs with 7 hearts of damage and a 4 block radius crater.
Many more coming soon!
The Biome/Environmental Update
Monkeys
Hedgehogs
Water temperatures
It's be like turning in an essay to your teacher with half the page missing,
I'm posting the spells right now. No need to freak out or anything.
The Biome/Environmental Update
Monkeys
Hedgehogs
Water temperatures
[]
Where bookshelf is anything from a short list of iron, lapis, brick, (still considering that one, some worlds have easy to get clay), brown wool, something rare found only from dungeons, or something of the like. That would enable the spellbook "saftey". If it wasn't, the spells could backfire 80% of the time.
It would need this because magic, to me, seems like a midgame thing, not something you can get right after starting a new world.
Just my opinion.
About something not available from the start, you do need 100 experience just to make the forts basic spells. By the way, I have 3 sequences of spells up. Check them out! I'm not so sure about the ritual, though. It takes a while to get the experience, anyway.
The Biome/Environmental Update
Monkeys
Hedgehogs
Water temperatures
You would use it on blocks, and when you stepped on that block, you would catch on fire.
EDIT: And I assume the flint is gravel in your spells, and lava is lava buckets.
Interesting idea, with the trap spell, but rituals and runes will never be a part of it. About experience, to get to a level 3 grid, you'd need to have mined rare ores like diamonds, destroyed spawners, gone to the Nether, and so on. You need to be pretty deep into the game.
The Biome/Environmental Update
Monkeys
Hedgehogs
Water temperatures
Person: No! My fireball ran out of charges! I'll just make a new one then while hiding behind a wall..... Alright! New spell!
You could make a teir 1 spell take 10 seconds to make, tier 2 take 30, and 3 a minute. And this migth be too little.
And make it so you must stay stationary while making them, and if you get hurt, you loose the components.
It's not your idea that I don't like but rather the fact that in my opinion magic, alchemy etc. Shouldn't have a place in the game. But something like runecraft (I think that's what it was called?) might be a fun thing to go to every once in a while and that's fun but I think it would ruin the everyday world.
It wouldn't be long until there are 'overpowered' spells and though there isn't a competitive community in Minecraft it would detract from the original experience of the surviving the first one or two nights and things like that (Beds have already made the game too easy for the new comers though the idea in itself is brilliant- it's just that it shouldn't be so easy to craft). You might not have thought of it but if you implement magic and spells there will eventually be spells that can be abused so early in the game.
Also this is debatable- but I don't see it fitting within the Minecraft theme. I say debatable because it's not like Notch has said "Oh this game is medieval" or "Oh this game is about a guy in a deserted island" from what I know. Of course if it's a server dedicated to your idea it can work because if there is a recommended texture pack along side the mod then everything will blend in much more easily.
Like I said- nothing is wrong with the idea, I just don't like it being in the standard game.
I don't like magic suggestions, because you're not a mage, you're an explorer. A strong one, to carry that much stone.
Also, the idea of xp in a sandbox game just defeats the point.
It's even in a sticky!
Make a mod, or ask for it in the mod section.
I can't think of much in that vein that wouldn't OP the game though.
The Biome/Environmental Update
Monkeys
Hedgehogs
Water temperatures
Takes long enough to craft them anyway. XD.
The Biome/Environmental Update
Monkeys
Hedgehogs
Water temperatures