So, started this mod, it's all fun..minor problem.
Built a Light Nexus, and tried to use it to power a Essence Refiner. That..apparently didn't work. SO I tried to use it to stuff power into a Mana battery. That also..didn't work.
Is there a tutorial or a wiki or anything, as I tried the Ars Magica 1 wiki and that..didn't really help. I'm quite confused about why it's not powering the Refiner and such and have just..NO idea what I'm doing.
Hi I'm useing the Resonant Rise Modpack (Version 2.4.9), and I"m trying to link my Light Nexus to a Mana Battery. I've made a Crystal Wrench but I can not Right Click the Nexus to do anything with it, I've also tryed spawning in a new one via NEI and that hasn't worked as well. Do you guys have any Suggestions for me or is this a bug?
@FatBobTheSlob
Likely a low drop rate, like silverwood saplings. I haven't gotten one myself yet either, though they aren't rare enough for me to have bothered breaking all the leaves before moving on.
@Everyone
Just a heads up, if you use MCPatcher for some reason (as in the things Optifine can't do) then make sure you don't have "Extended HD" ticked in the patcher. It modifies font and will cause a crash if you try to open the Arcane Compendium.
While I'm posting, I still was wondering if there is a way to change spell icons for spells AFTER the initial selection option. So once I get several spellbooks worth of spells and decide I want a color theme or something, any way to change them instead of making spell copies?
While I'm posting, I still was wondering if there is a way to change spell icons for spells AFTER the initial selection option. So once I get several spellbooks worth of spells and decide I want a color theme or something, any way to change them instead of making spell copies?
You can place the spell item in the inscription table.
The Meaning of Life, the Universe, and Everything.
Join Date:
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I just used the recommended version here http://files.minecraftforge.net/. Its the Installer you want, at least that's what works for me. If you're using MultiMC then that's a different story.
Also, what are you doing playing Minecraft. Get back into Sburb.
Mith, is currently implemented the teleportation component? also, I get an idea for shapes: Blade / Description: From the experience of AoE and Projectile shapes, you managed to make an hybrid from both, this shape allows you to channel your spell in a projectile than affects everything in front of you in a range of 120°.
Can somebody please help me? I am trying to craft a spell that requires 1000 Light Essence. This is the first time I have had to use essence.
I have my working crafting altar and a light nexus set up. The center of the nexus is exactly 13 blocks to one side and 6 blocks below the crafting altar block (in other words, it's not that far). The light nexus has about 1500 essence at this moment (maybe 1400).
I used the crystal wrench to try to link the nexus to the altar. Mind you, I have linked the nexus previously to a calefactor so I understand the basic actions required. (And the calefactor worked this way, so did an Essence Refiner -- also, the spell altar has been previously used to create 4 other spells)
I right-click on the center of the nexus to start linking mode. White light shoots up. I move to the crafting altar and right-click the crafting altar block (not any other part of the structure) and...
... absolutely nothing happens. The white light remains at the nexus. I pull the lever to request power and nothing happens. The spell specifically asks for 1000 light essence but I tried with a neutral nexus too (and of course nothing happened).
What am I doing wrong?
Does the nexus have to be on the same level as the base of the altar? Does it have to be on a certain side? Does it have to be within a certain number of blocks? Am I right-clicking the correct part of the structure to try to link it?
I believe the range on connecting nexi to anything else is 10 blocks. You either need to move one thing closer to the other or (the easier way) set up a conduit between them. Using the second option, you will connect the nexus to the conduit, then the conduit to the altar.
I believe the range on connecting nexi to anything else is 10 blocks. You either need to move one thing closer to the other or (the easier way) set up a conduit between them. Using the second option, you will connect the nexus to the conduit, then the conduit to the altar.
Hey, thanks for the suggestion. I tried putting a conduit at the mid-point between the two structures.
Sadly, it is still now working for me. The nexus continues to try to power a calefactor with nothing in it (unless I remove it... which I did) and it refuses to link to the altar (tried linking to both the conduit and then the altar block and to just the altar block alone).
Unless there are other options, I guess I'll just resort to cheating the spell in and trashing the items required for it. I hate doing that. I can't (well... "won't" is more appropriate) move these structures.
Hey, thanks for the suggestion. I tried putting a conduit at the mid-point between the two structures.
Sadly, it is still now working for me. The nexus continues to try to power a calefactor with nothing in it (unless I remove it... which I did) and it refuses to link to the altar (tried linking to both the conduit and then the altar block and to just the altar block alone).
Unless there are other options, I guess I'll just resort to cheating the spell in and trashing the items required for it. I hate doing that. I can't (well... "won't" is more appropriate) move these structures.
If you are on a singleplayer world, you could use mcedit.
If you are on a singleplayer world, you could use mcedit.
Never used mcedit so I'd need to get familiar with it. It's easier for me to just recreate the spell on the inscription table and make it and then delete the items from my inventory.
Still, couldn't hurt to look at mcedit anyway. I've a feeling this essence-fed-spell-creation is never going to work for me.
Never used mcedit so I'd need to get familiar with it. It's easier for me to just recreate the spell on the inscription table and make it and then delete the items from my inventory.
Still, couldn't hurt to look at mcedit anyway. I've a feeling this essence-fed-spell-creation is never going to work for me.
It is finicky, but you can copy/paste blocks. I like the spell creation, but my computer never shows the beams, even on fancy graphics and max particles. ( side effects of a ancient relic.)
Yeah but I forgot to add that I use winRAR not winZIP so I can't download the file.Can anyone help here? (and don't say "buy winZIP" ).
Don't need either of those to download the file, only need them to open it.
The installer is exe based and so you can just click it and it will install a forge version of 1.6.4 to your .minecraft folder and generate a mods folder.
Love this mod, its epic and looks amazing. Question though, the elementals dont seem to render right for me, I saw videos where the Mana Elemental had electrical looking effects, but in my world it doesnt, and also none of the enemy mobs make any sounds except the Hecate, is that a bug ?
Hey, thanks for the suggestion. I tried putting a conduit at the mid-point between the two structures.
Sadly, it is still now working for me. The nexus continues to try to power a calefactor with nothing in it (unless I remove it... which I did) and it refuses to link to the altar (tried linking to both the conduit and then the altar block and to just the altar block alone).
Unless there are other options, I guess I'll just resort to cheating the spell in and trashing the items required for it. I hate doing that. I can't (well... "won't" is more appropriate) move these structures.
Did you perhaps try linking the Nexus to the Conduit then the Conduit to the Altar block?
Love this mod, its epic and looks amazing. Question though, the elementals dont seem to render right for me, I saw videos where the Mana Elemental had electrical looking effects, but in my world it doesnt, and also none of the enemy mobs make any sounds except the Hecate, is that a bug ?
If I remember right none of the mobs have ever made noise other than the Hecate. And if the Hecate didn't make noise then many more would have fallen to their assassin's ways.
Once again Mithion, you have excelled at making the coolest spell casting mod. I have been following Ars Magica for ages. And it never ceases to amaze me. It is never a boring day in MC with this.
I have posted several bugs on your page as i am interested in helping any way i can with this amazing mod.
Also have a few ideas/suggestions, i have been working on for a quite a while and decided to post them now that i have a bunch. Some of these ideas have spawned from a personal server i play with my brothers and my father.
1. A spell shape or component for a wall spell. I use these frequently in D&D and other RPGs. They are so cool. I have used a Bukkit Plugin that allowed magic a while back before i discovered AM so ever long ago, that allowed for wall spells. And i honestly think it is the only type of spell not really possible with your system yet.
2. A spell component to allow for X-Ray vision. ...unless its already there and i missed it somehow.
3. A spell components for "melding". To exist in the same space as another object. To walk through walls, or meld through stone. It would be an awesome ambush tactic or a defensive spell to meld into the side of a mountain while your being attacked.
4. Charge up spells. They were a little annoying when all projectile spells did that, but now, by adding charge up as a component, it could conceivably increase the range or damage of a spell or increase its duration.
5. Prerequisites for spells. Not the making, but the casting. This could help lower the cost of and explosion spell, if you could only cast on a tree yes? It would still hurt everything else, but the initial target is the tree. While not that mechanically powerful, and may even seem limiting to some people, i think this would really help with "themed" casters. Such as a druid that his magic only works on trees, grass, animals, etc.. Or limit the cost of more powerful spells. Like casting a lightning storm spell that it needs to be raining first.
~ 6-7 are more or less for MP, but playing a lot of that with my family caused me to have these ideas.
6. Synergy spells. Perhaps by using the same spell in close proximity to each other you can improve its effects? My brother had this idea when we faced the Ender Dragon back before AM 2. We all four, stood on a pillar and simultaneously fired a Burning Beam spell at the dragon as it passed. It was a decent attack, but what if the beams combined into one large one that was slightly more powerful then the sum of its parts? This is fairly easy in a sense because spell recipes stay around more easily after the spell is made. So making multiple copies is a little easier than before. You could also stack spells like digging, or growth. Charge up spells for large blasts, maybe even 'storm' spells.
7. Ritual Spells. Now i believe these existed to a degree in the original AM correct? So the idea for others that wouldn't know, and the difference these are from Synergy is there long casting times and the requirement of multiple casters. Such spells would take a lot of mana and a long casting time, but there effects are very powerful. Like massive thunderstorms, powerful shields, summoning Guardians that will aid you. Imbuing a single other with a great amount of power for a small time, erecting a castle(?) . Powerful spells holding a large number of components into them basically. Could even add a talent that would allow any ritual spell you begin to require one less caster.
8-9 are ideas my father an i had. We have a personal server with Ars Magica, Thaumcraft, Ancient Warfare, Balkons Weapons, and Twilight forest. And three other minor mods. So with some of the things that are in these mods gave use ideas for yours. (as its our favorite, no joke.)
8. A device that create a barrier. A physical one, not like the anti-blink field. Perhaps a device that creates a dome of Magic Walls? I played on a Voltz server, and the Modular Force Field was by far my favorite part of that pack. The idea spawned from that as well as a Magic vs Mundane idea for a server my father an i came up with. Pitting Magic against siege engines. A magical barrier (like Hogwarts?) seemed like a cool idea. perhaps it needs essence to function. And the blocks used in its structure can help with its efficiency, while focuses alter its size? i dont think it would have to be any where near as complicated as MFFS, just a magic dome that protects most of your stuff sounds cool.
9. Apart from that, would be magical door and bridges. Some kind of multi-block door, that is magically themed. as iron and wood doors just don't have the same cool effect in a magic room. The other is magical bridges. It would be so cool to just magically extend a series of Magic Walls or something to walk across your lave moat. The bridges idea came form Ancient Warfare. Though while it currently has a realistic drawbridge, it did at one time of smaller blocks that would extend a wooden plank out about 10-12 blocks. you could several together and make a large bridge. The idea really hit me with Twilight Forest's Carminite Builder block.
10. Is purely aesthetic. But for Charge-up spells, Rituals, Shields, Area Spells, it would be cool to see an Arcane Circle appear as apart of the casting. Perhaps just a colored Nexus circle begins to appear in front of you as you cast. Or a huge one appears in the sky during a Thunderstorm Spell. Or a circle shield that only functions as long as you cast.
11. This is the strange one. And i have no idea how you would want to balance such a thing, but think it allows for a little more customization in a spell. And this may be the hardest thing i have come up with to be to program.
~~ An Arcane Spell Thematics table/altar/crystal.
It would allow you to use slider bars(?) to adjust Damage, Range, Duration, Radius, Targets, Required Casters, alter the Affinity(?) etc. All within the limits of the spell. Increasing things like damage and range would increase the Mana cost. Adding requirements would help lower it. Or help balance the spell by having lots of damage but very short range. Increase or decrease Spell Velocity for those that put the component in the Recipe. Things like that. Though i feel this should be a once and done thing. You can only do this Once per recipe, and it happens before the actual spell is made. Perhaps right after the Recipe is written, or its an enhancement to the Inscription Table and this is all done during the recipes creation?
I think that is about it, all for your consideration Mithion. And i would be glad to hear form your other loyal followers as well.
Once again Mithion, you have excelled at making the coolest spell casting mod. I have been following Ars Magica for ages. And it never ceases to bore me.
I have posted several bugs on your page as i am interested in helping any way i can with this amazing mod.
Also have a few ideas/suggestions, i have been working on for a quite a while and decided to post them now that i have a bunch. Some of these ideas have spawned from a personal server i play with my brothers and my father.
1. A spell shape or component for a wall spell. I use these frequently in D&D and other RPGs. They are so cool. I have used a Bukkit Plugin that allowed magic a while back before i discovered AM so ever long ago, that allowed for wall spells. And i honestly think it is the only type of spell not really possible with your system yet.
2. A spell component to allow for X-Ray vision. ...unless its already there and i missed it somehow.
3. A spell components for "melding". To exist in the same space as another object. To walk through walls, or meld through stone. It would be an awesome ambush tactic or a defensive spell to meld into the side of a mountain while your being attacked.
4. Charge up spells. They were a little annoying when all projectile spells did that, but now, by adding charge up as a component, it could conceivably increase the range or damage of a spell or increase its duration.
5. Prerequisites for spells. Not the making, but the casting. This could help lower the cost of and explosion spell, if you could only cast on a tree yes? It would still hurt everything else, but the initial target is the tree. While not that mechanically powerful, and may even seem limiting to some people, i think this would really help with "themed" casters. Such as a druid that his magic only works on trees, grass, animals, etc.. Or limit the cost of more powerful spells. Like casting a lightning storm spell that it needs to be raining first.
~ 6-7 are more or less for MP, but playing a lot of that with my family caused me to have these ideas.
6. Synergy spells. Perhaps by using the same spell in close proximity to each other you can improve its effects? My brother had this idea when we faced the Ender Dragon back before AM 2. We all four, stood on a pillar and simultaneously fired a Burning Beam spell at the dragon as it passed. It was a decent attack, but what if the beams combined into one large one that was slightly more powerful then the sum of its parts? This is fairly easy in a sense because spell recipes stay around more easily after the spell is made. So making multiple copies is a little easier than before. You could also stack spells like digging, or growth. Charge up spells for large blasts, maybe even 'storm' spells.
7. Ritual Spells. Now i believe these existed to a degree in the original AM correct? So the idea for others that wouldn't know, and the difference these are from Synergy is there long casting times and the requirement of multiple casters. Such spells would take a lot of mana and a long casting time, but there effects are very powerful. Like massive thunderstorms, powerful shields, summoning Guardians that will aid you. Imbuing a single other with a great amount of power for a small time, erecting a castle(?) . Powerful spells holding a large number of components into them basically. Could even add a talent that would allow any ritual spell you begin to require one less caster.
8-9 are ideas my father an i had. We have a personal server with Ars Magica, Thaumcraft, Ancient Warfare, Balkons Weapons, and Twilight forest. And three other minor mods. So with some of the things that are in these mods gave use ideas for yours. (as its our favorite, no joke.)
8. A device that create a barrier. A physical one, not like the anti-blink field. Perhaps a device that creates a dome of Magic Walls? I played on a Voltz server, and the Modular Force Field was by far my favorite part of that pack. The idea spawned from that as well as a Magic vs Mundane idea for a server my father an i came up with. Pitting Magic against siege engines. A magical barrier (like Hogwarts?) seemed like a cool idea. perhaps it needs essence to function. And the blocks used in its structure can help with its efficiency, while focuses alter its size? i dont think it would have to be any where near as complicated as MFFS, just a magic dome that protects most of your stuff sounds cool.
9. Apart from that, would be magical door and bridges. Some kind of multi-block door, that is magically themed. as iron and wood doors just don't have the same cool effect in a magic room. The other is magical bridges. It would be so cool to just magically extend a series of Magic Walls or something to walk across your lave moat. The bridges idea came form Ancient Warfare. Though while it currently has a realistic drawbridge, it did at one time of smaller blocks that would extend a wooden plank out about 10-12 blocks. you could several together and make a large bridge. The idea really hit me with Twilight Forest's Carminite Builder block.
10. Is purely aesthetic. But for Charge-up spells, Rituals, Shields, Area Spells, it would be cool to see an Arcane Circle appear as apart of the casting. Perhaps just a colored Nexus circle begins to appear in front of you as you cast. Or a huge one appears in the sky during a Thunderstorm Spell. Or a circle shield that only functions as long as you cast.
11. This is the strange one. And i have no idea how you would want to balance such a thing, but think it allows for a little more customization in a spell. And this may be the hardest thing i have come up with to be to program.
~~ An Arcane Spell Thematics table/altar/crystal.
It would allow you to use slider bars(?) to adjust Damage, Range, Duration, Radius, Targets, Required Casters, alter the Affinity(?) etc. All within the limits of the spell. Increasing things like damage and range would increase the Mana cost. Adding requirements would help lower it. Or help balance the spell by having lots of damage but very short range. Increase or decrease Spell Velocity for those that put the component in the Recipe. Things like that. Though i feel this should be a once and done thing. You can only do this Once per recipe, and it happens before the actual spell is made. Perhaps right after the Recipe is written, or its an enhancement to the Inscription Table and this is all done during the recipes creation?
I think that is about it, all for your consideration Mithion. And i would be glad to hear form your other loyal followers as well.
I love these ideas, especially the "requirements" concept. I hope Mithion sees these.
I love these ideas, especially the "requirements" concept. I hope Mithion sees these.
Im glad you like them, took some time to get all those together.
Up-vote my post then please. The more votes it gets the better chance Mithion will see it.
Built a Light Nexus, and tried to use it to power a Essence Refiner. That..apparently didn't work. SO I tried to use it to stuff power into a Mana battery. That also..didn't work.
Is there a tutorial or a wiki or anything, as I tried the Ars Magica 1 wiki and that..didn't really help. I'm quite confused about why it's not powering the Refiner and such and have just..NO idea what I'm doing.
Thank you for your time
-Dragoon
Likely a low drop rate, like silverwood saplings. I haven't gotten one myself yet either, though they aren't rare enough for me to have bothered breaking all the leaves before moving on.
@Everyone
Just a heads up, if you use MCPatcher for some reason (as in the things Optifine can't do) then make sure you don't have "Extended HD" ticked in the patcher. It modifies font and will cause a crash if you try to open the Arcane Compendium.
While I'm posting, I still was wondering if there is a way to change spell icons for spells AFTER the initial selection option. So once I get several spellbooks worth of spells and decide I want a color theme or something, any way to change them instead of making spell copies?
You can place the spell item in the inscription table.
Intended. Protect thou worker golems or get some golem guards for your golems.
Also, what are you doing playing Minecraft. Get back into Sburb.
I have my working crafting altar and a light nexus set up. The center of the nexus is exactly 13 blocks to one side and 6 blocks below the crafting altar block (in other words, it's not that far). The light nexus has about 1500 essence at this moment (maybe 1400).
I used the crystal wrench to try to link the nexus to the altar. Mind you, I have linked the nexus previously to a calefactor so I understand the basic actions required. (And the calefactor worked this way, so did an Essence Refiner -- also, the spell altar has been previously used to create 4 other spells)
I right-click on the center of the nexus to start linking mode. White light shoots up. I move to the crafting altar and right-click the crafting altar block (not any other part of the structure) and...
... absolutely nothing happens. The white light remains at the nexus. I pull the lever to request power and nothing happens. The spell specifically asks for 1000 light essence but I tried with a neutral nexus too (and of course nothing happened).
What am I doing wrong?
Does the nexus have to be on the same level as the base of the altar? Does it have to be on a certain side? Does it have to be within a certain number of blocks? Am I right-clicking the correct part of the structure to try to link it?
I believe the range on connecting nexi to anything else is 10 blocks. You either need to move one thing closer to the other or (the easier way) set up a conduit between them. Using the second option, you will connect the nexus to the conduit, then the conduit to the altar.
Hey, thanks for the suggestion. I tried putting a conduit at the mid-point between the two structures.
Sadly, it is still now working for me. The nexus continues to try to power a calefactor with nothing in it (unless I remove it... which I did) and it refuses to link to the altar (tried linking to both the conduit and then the altar block and to just the altar block alone).
Unless there are other options, I guess I'll just resort to cheating the spell in and trashing the items required for it. I hate doing that. I can't (well... "won't" is more appropriate) move these structures.
If you are on a singleplayer world, you could use mcedit.
Never used mcedit so I'd need to get familiar with it. It's easier for me to just recreate the spell on the inscription table and make it and then delete the items from my inventory.
Still, couldn't hurt to look at mcedit anyway. I've a feeling this essence-fed-spell-creation is never going to work for me.
It is finicky, but you can copy/paste blocks. I like the spell creation, but my computer never shows the beams, even on fancy graphics and max particles. ( side effects of a ancient relic.)
Don't need either of those to download the file, only need them to open it.
The installer is exe based and so you can just click it and it will install a forge version of 1.6.4 to your .minecraft folder and generate a mods folder.
Did you perhaps try linking the Nexus to the Conduit then the Conduit to the Altar block?
If I remember right none of the mobs have ever made noise other than the Hecate. And if the Hecate didn't make noise then many more would have fallen to their assassin's ways.
I have posted several bugs on your page as i am interested in helping any way i can with this amazing mod.
Also have a few ideas/suggestions, i have been working on for a quite a while and decided to post them now that i have a bunch. Some of these ideas have spawned from a personal server i play with my brothers and my father.
1. A spell shape or component for a wall spell. I use these frequently in D&D and other RPGs. They are so cool. I have used a Bukkit Plugin that allowed magic a while back before i discovered AM so ever long ago, that allowed for wall spells. And i honestly think it is the only type of spell not really possible with your system yet.
2. A spell component to allow for X-Ray vision. ...unless its already there and i missed it somehow.
3. A spell components for "melding". To exist in the same space as another object. To walk through walls, or meld through stone. It would be an awesome ambush tactic or a defensive spell to meld into the side of a mountain while your being attacked.
4. Charge up spells. They were a little annoying when all projectile spells did that, but now, by adding charge up as a component, it could conceivably increase the range or damage of a spell or increase its duration.
5. Prerequisites for spells. Not the making, but the casting. This could help lower the cost of and explosion spell, if you could only cast on a tree yes? It would still hurt everything else, but the initial target is the tree. While not that mechanically powerful, and may even seem limiting to some people, i think this would really help with "themed" casters. Such as a druid that his magic only works on trees, grass, animals, etc.. Or limit the cost of more powerful spells. Like casting a lightning storm spell that it needs to be raining first.
~ 6-7 are more or less for MP, but playing a lot of that with my family caused me to have these ideas.
6. Synergy spells. Perhaps by using the same spell in close proximity to each other you can improve its effects? My brother had this idea when we faced the Ender Dragon back before AM 2. We all four, stood on a pillar and simultaneously fired a Burning Beam spell at the dragon as it passed. It was a decent attack, but what if the beams combined into one large one that was slightly more powerful then the sum of its parts? This is fairly easy in a sense because spell recipes stay around more easily after the spell is made. So making multiple copies is a little easier than before. You could also stack spells like digging, or growth. Charge up spells for large blasts, maybe even 'storm' spells.
7. Ritual Spells. Now i believe these existed to a degree in the original AM correct? So the idea for others that wouldn't know, and the difference these are from Synergy is there long casting times and the requirement of multiple casters. Such spells would take a lot of mana and a long casting time, but there effects are very powerful. Like massive thunderstorms, powerful shields, summoning Guardians that will aid you. Imbuing a single other with a great amount of power for a small time, erecting a castle(?) . Powerful spells holding a large number of components into them basically. Could even add a talent that would allow any ritual spell you begin to require one less caster.
8-9 are ideas my father an i had. We have a personal server with Ars Magica, Thaumcraft, Ancient Warfare, Balkons Weapons, and Twilight forest. And three other minor mods. So with some of the things that are in these mods gave use ideas for yours. (as its our favorite, no joke.)
8. A device that create a barrier. A physical one, not like the anti-blink field. Perhaps a device that creates a dome of Magic Walls? I played on a Voltz server, and the Modular Force Field was by far my favorite part of that pack. The idea spawned from that as well as a Magic vs Mundane idea for a server my father an i came up with. Pitting Magic against siege engines. A magical barrier (like Hogwarts?) seemed like a cool idea. perhaps it needs essence to function. And the blocks used in its structure can help with its efficiency, while focuses alter its size? i dont think it would have to be any where near as complicated as MFFS, just a magic dome that protects most of your stuff sounds cool.
9. Apart from that, would be magical door and bridges. Some kind of multi-block door, that is magically themed. as iron and wood doors just don't have the same cool effect in a magic room. The other is magical bridges. It would be so cool to just magically extend a series of Magic Walls or something to walk across your lave moat. The bridges idea came form Ancient Warfare. Though while it currently has a realistic drawbridge, it did at one time of smaller blocks that would extend a wooden plank out about 10-12 blocks. you could several together and make a large bridge. The idea really hit me with Twilight Forest's Carminite Builder block.
10. Is purely aesthetic. But for Charge-up spells, Rituals, Shields, Area Spells, it would be cool to see an Arcane Circle appear as apart of the casting. Perhaps just a colored Nexus circle begins to appear in front of you as you cast. Or a huge one appears in the sky during a Thunderstorm Spell. Or a circle shield that only functions as long as you cast.
11. This is the strange one. And i have no idea how you would want to balance such a thing, but think it allows for a little more customization in a spell. And this may be the hardest thing i have come up with to be to program.
~~ An Arcane Spell Thematics table/altar/crystal.
It would allow you to use slider bars(?) to adjust Damage, Range, Duration, Radius, Targets, Required Casters, alter the Affinity(?) etc. All within the limits of the spell. Increasing things like damage and range would increase the Mana cost. Adding requirements would help lower it. Or help balance the spell by having lots of damage but very short range. Increase or decrease Spell Velocity for those that put the component in the Recipe. Things like that. Though i feel this should be a once and done thing. You can only do this Once per recipe, and it happens before the actual spell is made. Perhaps right after the Recipe is written, or its an enhancement to the Inscription Table and this is all done during the recipes creation?
I think that is about it, all for your consideration Mithion. And i would be glad to hear form your other loyal followers as well.
I love these ideas, especially the "requirements" concept. I hope Mithion sees these.
Im glad you like them, took some time to get all those together.
Up-vote my post then please. The more votes it gets the better chance Mithion will see it.