So, I have heard different answers on whether magic is going to be in Minecraft, and if so, what type. Personally, I don't like the idea that much, at least, I don't want to see "mages" running around throwing fireballs, teleporting, and healing stuff or whatever. However, if magic is implemented, this is the kind of magic I most want to see:
Terraforming Magic
What this means is magic for doing massive environmental changes. Think . (Also, while I like the idea of this being done by magic, it could alternatively be done by some strange Minecrafty "technology".)
All of these spells should require enough rare reagents that even casting them once would require careful consideration. Obviously, they would be massive griefing tools, so they shouldn't be on by default in multiplayer environments.
- Spring (Would cause a water source to be created.)
- Volcano (No explanation needed.)
- Earthquake (Would causing poorly supported objects to fall to the ground, underground caverns to collapse (and new ones to form, maybe), building and trees to fall over, and crevices to open. Maybe would cause tidal waves.
- Crevice (Could be it's own spell, maybe make a massive one like a large canyon.)
- Tidal Wave (haven't really though about this one)
You get the basic idea. I am sure you could think up many more: glacier, inferno, create life, create floating island, dry up lake, part water.
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do other stuff at night. you have to micro manage your different projects, and work on them when its appropriate.
that's part of the challenge of minecraft.
I think the hardest part is trying to quit and get to bed on time.
Magic, incantations and alchemy WILL be in Minecraft. Whoever told you otherwise is telling a lie and are completely misinformed. Check the red link in my signature for all the sources you need on this subject (and many more).
And a terraforming magic sounds right up Minecraft's alley. I like it!
Though a lot of what you said can already be done with a mere bucket.
A few thought on what terraforming that will be difficult/impossible to accomplish in normal game.
I propose that the magic be based from an altar (going to work this out some more), and the altar will "read" the surrounding blocks with redstone covering them (maybe up to 5x5?) to determine what magic effect it should have (so if you surround the base of the altar with obsidian, it might do one thing, surrouding it with a gold block do another). Pattern of block can go into it.
So, possible effect, all this presume an altar that can cause the stated effect 15 blocks away (so the affected area is limited). Parenthesis describes the vertical limits of the effect.
1. Levitation (above surface block): Altar region has lower/non-existent gravity. Water/Lava don't flow down, sand floats in mid-air. Player can fly around within the region (take
2. Float (above surface block, plus a couple below): Blocks affected is raised a certain number of meters, any block above is pushed upward. The height is limited by whether the tallest block "exceeds" the ceiling (ideally, this shouldn't be the case).
3. Perpetual Day/Night (whole column): Area affected has its sky lighting fixed at day-light or night, regardless of time. Lighting from skybox won't cross the boundary (sharp transition at edge).
4. Perpetual Cold (whole column): A snow biome in region effected.
5. Perpetual Flame(above surface block): Fire block randomly appear with the region, any flammable item automatically catches on fire after a while. Including player (bring that bucket of water with you).
6. Overgrowth (above surface block) - Tree grows spontaneous (sapling placed automatically) at random on any available surface block. Tree grows taller, and can grow even when right next to another existing tree.
Terraforming Magic
What this means is magic for doing massive environmental changes. Think . (Also, while I like the idea of this being done by magic, it could alternatively be done by some strange Minecrafty "technology".)
All of these spells should require enough rare reagents that even casting them once would require careful consideration. Obviously, they would be massive griefing tools, so they shouldn't be on by default in multiplayer environments.
- Spring (Would cause a water source to be created.)
- Volcano (No explanation needed.)
- Earthquake (Would causing poorly supported objects to fall to the ground, underground caverns to collapse (and new ones to form, maybe), building and trees to fall over, and crevices to open. Maybe would cause tidal waves.
- Crevice (Could be it's own spell, maybe make a massive one like a large canyon.)
- Tidal Wave (haven't really though about this one)
You get the basic idea. I am sure you could think up many more: glacier, inferno, create life, create floating island, dry up lake, part water.
And a terraforming magic sounds right up Minecraft's alley. I like it!
Though a lot of what you said can already be done with a mere bucket.
MINECRAFT FACTS: BIG LIST OF WHAT NOTCH HAS ACTUALLY SAID ABOUT THE PLANNED FEATURES OF MINECRAFT
This is perfect for minecraft!
That's actually much more awesome than what the OP is proposing
I'd prefer something like that instead, or something like what we see in the anime/manga Full Metal Alchemist
I propose that the magic be based from an altar (going to work this out some more), and the altar will "read" the surrounding blocks with redstone covering them (maybe up to 5x5?) to determine what magic effect it should have (so if you surround the base of the altar with obsidian, it might do one thing, surrouding it with a gold block do another). Pattern of block can go into it.
So, possible effect, all this presume an altar that can cause the stated effect 15 blocks away (so the affected area is limited). Parenthesis describes the vertical limits of the effect.
1. Levitation (above surface block): Altar region has lower/non-existent gravity. Water/Lava don't flow down, sand floats in mid-air. Player can fly around within the region (take
2. Float (above surface block, plus a couple below): Blocks affected is raised a certain number of meters, any block above is pushed upward. The height is limited by whether the tallest block "exceeds" the ceiling (ideally, this shouldn't be the case).
3. Perpetual Day/Night (whole column): Area affected has its sky lighting fixed at day-light or night, regardless of time. Lighting from skybox won't cross the boundary (sharp transition at edge).
4. Perpetual Cold (whole column): A snow biome in region effected.
5. Perpetual Flame(above surface block): Fire block randomly appear with the region, any flammable item automatically catches on fire after a while. Including player (bring that bucket of water with you).
6. Overgrowth (above surface block) - Tree grows spontaneous (sapling placed automatically) at random on any available surface block. Tree grows taller, and can grow even when right next to another existing tree.