This suggestion is all about magic. It actually has a lot to it.
EDIT: Many areas are being revamped. Thanks to tripleA9 for telling me there are many things wrong with it.
1. New Stat: "SP" and Dealing With SP
SP stands for Spirit Points. You have 40 maximum SP. However, this is simply recognized by a numerical value-- not with a bunch of icons that could clutter up GUI space.
You use SP whenever you cast a magical attack. If your SP gets too low, you won't be able to use magic attacks, and you'll have to either resort to physical combat or drinking a Potion of Spirit.
Potions of Spirit are brewed with a new item-- Spirit Plums. You can get them from chests or by a new type of tree, the Prunus tree. This type of tree can be found in forests, but in rare cases you can even find them in plains biomes. There's a 3 in 4 chance (75%) to find one per chunk in a forest (Or 1 in 5 chance (20%) in a plains biome). While the tree itself is rare, the fruit that it bears drops quite commonly. You can also make planks, slabs, and the like from this tree, which has a blue color to it. You can even eat it by itself, but it barely does anything. The fruit by itself will heal 3 SP and fill your hunger bar by 4 points. However, this is its only form in which it can fill your hunger bar, so use it if you're desperate.
Brewing it will bring out its magic-replenishing capabilities. A basic Potion of Spirit can heal 10 SP, and an upgraded Potion of Spirit can heal 20 SP. You can also add a Ghast Tear to it to turn it into a Potion of Invigoration, which is similar to the Regeneration effect. It heals 1 SP every 3 seconds and lasts for 0:45. Enhancing its power will heal increase the rate to 1.5 seconds, and boosting its duration can cause it to go up to 1:30.
If you don't have access to the Nether (and thus can't use Brewing Stands to make potions), don't worry. Your SP will regenerate, similarly to the HP regeneration system. Except it takes x2 time, and it'll regenerate regardless how full your hunger bar is.
2. First Steps Towards Magic
To get a tome, you must craft it first. You must get some Essence from an Elemental. These Elementals are most commonly found underground, but can sometimes appear at night. There are six types of Elementals, and are mostly the same. They all have 30 HP, and have their own attacks, which corresponds with their own element: Fire, Ice, Thunder, Wind, Dark, and Light.
Fire Elementals relentlessly throw fireballs at you. Ice Elementals release cold blasts, trying to slow your movements. Thunder Elementals try to bypass your speed with fast attacks. Wind Elementals send out strong gusts of wind, in an attempt to (potentially) throw you off a cliff. Dark Elementals darken your surroundings and blends with the darkness while you're blinded. And Light Elementals unleash a bright light, which can catch you off guard if you're not careful.
You're guaranteed to get 1-2 Essence Drops from them when you kill them. However, there's a chance that they'll drop their Core instead, with a 45% chance. More on that later.
Firstly, you need a Book. Then, you must craft the tome. There are three types of tomes: Basic Tome, Advanced Tome, and Combo Tome. Putting Essence Drops around the book in a diamond shape will result in a Basic Tome. Putting Essence Drops around the book in a full circle shape results in an Advanced Tome. If you try to use multiple types of Essence, you can get a multi-spell tome, called a Combo Tome, but is really costly in SP. Combo Tomes are made with a diamond pattern around the book. But you can add more types to it and its power if you use a full circle shape. Note that Basic and Advanced Tomes require the same type of Essence to be used.
Tomes' power are generally rated by their star count. Basic Tomes have 1-3 stars, Advanced Tomes have 3-5 stars, and Combo Tomes have 1-4 stars. (Combo Tomes generally start with 1 star. But if you use the full circle method, it'll start with 2 stars.)
To upgrade a tome, you must give it a Core of the same of its type. (If you have a Combo Tome, you must give it Cores that corresponds with all of the types that you used to make it. Say that you have a Fire and Ice Combo Tome, then you'll need both a Fire and Ice Core to upgrade it.) This will increase its stars by 1 and will give you the option of selecting one out of two new spells to unlock. (Sorry, this means you can't get all of the spells, so choose wisely.)
And with that, you're finally able to battle with magic!
3. Fighting with Magic
Basically, the way you fight with magic is refined by your choices. Will you attack with basic, weak spells? Will you devastate your foes with high-cost spells that pack a punch? Will you beat your enemies with spell after spell with a Combo Tome? It's all up to you.
In order to cast a spell, you must first bind a spell to it. Right-clicking it will open it up. Clicking on it will bind the spell to it, and you will be able to use it by left-clicking.
But you might say "But I want to be able to seamlessly cast spells! Having multiple in the hotbar at the same time would be hassling!" Well, I knew you'd say that. You can do that. All you have to do is put a tome in your hotbar, and you can cycle through them by pressing "0" or "-".
Combo Tomes are a special case. In order to use them, you actually have to bind more than one spell in order for it to be used. Then they will be performed one by one. You'll get a bar in the corner stating when the next spell will be fired, so stay alert.
Every element has their own unique trait.
Fire spells are reliable, high-damage spells, but can cost a lot of SP.
Ice spells are all about slowing down your foes' movements.
Thunder spells are fast, and can potentially outrun a retreating foe, but are weak.
Wind spells are the only type of spells that can deal knockback.
Dark spells have the potential to inflict Blind on your enemies for a short time.
Light spells are a special case, as they are the only type of spells that deal double damage to Nether-type mobs.
Fire
★☆☆☆☆ Fire (2 SP): Shoots a wisp of fire that sets the target on fire if it hits.
★★☆☆☆ Fireball (5 SP): Shoots a projectile that can hit multiple targets. Leaves fire behind if it hits the ground.
★★☆☆☆ Raze (4 SP): Gradually sets the ground in front of you on fire.
★★★☆☆ Fire Storm (11 SP): Shoots several Fireballs.
★★★☆☆ Flare (8 SP): Shoots a projectile directly up in the air that explodes similarly to a firework. When it explodes, fire is spread everywhere.
★★★★☆ Blaze (9 SP): Immediately sets the ground in front of you on fire in a big radius.
★★★★☆ Explosion (14 SP): Spawns an explosion a distance away from you. Leaves fire behind afterward.
★★★★★ Ignis Ardere (20 SP): Unleashes a giant laser of fire, dealing huge damage. Sets everything within its path on fire.
Ice
★☆☆☆☆ Ice (1 SP): Shoots a projectile that inflicts Slowness for 0:05 if hit.
★★☆☆☆ Icicle (3 SP): Shoots a projectile that inflicts Slowness for 0:10 if hit.
★★☆☆☆ Chill (2 SP): Inflicts one nearby target with Slowness II for 0:07.
★★★☆☆ Iceshards (5 SP): Fires several Icicles, each inflicting Slowness for an additional second per hit.
★★★☆☆ Freeze (9 SP): Inflicts up to six nearby targets with Slowness III for 0:11.
★★★★☆ Cryoblast (12 SP): Fires a laser that sets the ground to ice, and inflicts all hit targets with Slowness II for 0:10.
★★★★☆ Ice Cage (7 SP): Shoots a projectile that generates a hollow sphere of ice, trapping any potential targets. Any targets inside the cage is inflicted with Slowness for 0:08 if they get out.
★★★★★ Glacies Claudere (15 SP): Unleashes a powerful AoE that inflicts all targets within with damage and Slowness until they get out. The AoE moves with the caster.
Thunder
★☆☆☆☆ Thunder (2 SP): Fires a homing, quick projectile that deals small damage.
★★☆☆☆ Thunderbolt (3 SP): Fires a faster projectile that deals normal damage.
★★☆☆☆ Conduction (4 SP): Holding down left-click will charge the attack, dealing more damage. Is otherwise identical to Thunder.
★★★☆☆ Thunderstorm (6 SP): Fires several Thunderbolts.
★★★☆☆ Lightning: Spawns a lightning bolt entity commonly known in thunderstorms.
★★★★☆ Plasma (10 SP): Attacks all targets nearby the user.
★★★★☆ Electric Field (14 SP): Fires a quick projectile that deals small damage. Nearby targets will also be affected, potentially creating a chain reaction.
★★★★★ Tonitrus Canere (17 SP): Sets the weather to stormy, and spawns several lightning bolts around the caster, one after the other. AoE does not move with the caster.
Spell list still unfinished.
4. Forging New Armor
You can also use the Essence Drops you obtain from Elementals to make new armor. To do this, you must smelt them into Element Gems by using a furnace.
NOTE: I'm not 100% aware of the exact efficiency of these armor values, so the following values may be inaccurate.
Each set will provide 13 armor points (~52% damage reduction). However, these Elemental Armor sets only defend against physical attacks as if the player had a set of armor equivalent to 7 armor points (~28% damage reduction). Depending on the armor you wear, you can boost the power of your magic attacks.
As with the elements used for battling, each armor set has their own unique traits and drawbacks.
Fire: Melee physical attackers may be set on fire, but you take extremely slow fire damage. Hey, it's made of fire, so of course you'd take damage.
Ice: Nearby enemies will be inflicted with a weak Slowness effect. But you're naturally slowed as well.
Thunder: You gain Speed, but your attacks become slightly weaker.
Wind: Your knockback is boosted, but you take more knockback as well.
Dark: You become immune to the Blind effect, but you take double damage from Light attacks.
Light: You deal double damage to Dark Armor wearers, but you are more susceptible to the Blind effect.
Auto No Support to any magic related suggestions. Minecraft is a game of mining, crafting, building, exploring, tinkering, doing whatever you want. Minecraft is NOT a fantasy game, and it never will be.
Auto No Support to any magic related suggestions. Minecraft is a game of mining, crafting, building, exploring, tinkering, doing whatever you want. Minecraft is NOT a fantasy game, and it never will be.
That is a ridiculous statement. How can you claim that Minecraft is about doing whatever you want but say that it can never be a fantasy game. Some people want to have fantasy elements and just as much as crafting. What's crazier is that it seems like you haven't realized that Minecraft IS a Fantasy game. Minecraft has alchemy, enchanting, portals, dragons, witches, and real world materials that have magical properties and elements. Obsidian is not hard in real life, diamonds would make terrible armor and are rarely blue etc. All those things are hallmarks of fantasy games and are major components of Minecraft's gameplay loop. That makes Minecraft just as much a fantasy game as Skyrim, Fable or any other Fantasy RPG.
This suggestion is all about magic. It actually has a lot to it.
Unfortunately I also have to give this idea No Support. Even though a path to completion was provided, I don't think the magic system proposed fits with Minecraft's current gameplay elements. The idea falls into the common magic suggestion traps.
left
Getting a spell is overly complicated
If the Prunus Tree is Rare, then that means I won't get to cast spells very often and can't use magic as a primary form of attacking, which means I always have to carry a sword just in case
The spells have arbitrary levels (lvl 1, lvl2) which I personally really dislike. There's usually no good reason for level splitting spells other than "it's the way all magic systems work", which is the worst reasoning for adding something.
The elemental categories have no correlation to what's in the game right now and seem out of place because of it.
Crafting a Spell uses EXP since you need an enchanted book which means it gets in the way of the current enchanting system
To get a spell and maintain SP I need to have an enchanting table and a Brewing Stand, which means I also need access to the Nether. Why would I go through all the trouble of seeking out elementals to level up my spells (of which I have a 1 in 6 chance of getting what I want), and waste my EXP when at this point in the game my Iron (or Diamond) Weapons, Armor and Enchantments are already more than good enough?
I don't mean to be harsh, but hopefully my comments spark a thought or two to help you finish/revamp your suggestion. Personally I'd really like to see a more proper magic system in Minecraft (besides alchemy and enchanting), I just haven't seen anyone suggest something that feels like it belongs in Minecraft. My impression is that no one on these forums has seen a suggestion like that either and that's why there's always such strong reactions to "Magic in Minecraft" posts.
The following is a response to TripleA9's list of criticisms. Responses are in bold. I ask that you answer the questions so that I can refine the suggestion accordingly.
Getting a spell is overly complicated. Fixed that.
If the Prunus Tree is Rare, then that means I won't get to cast spells very often and can't use magic as a primary form of attacking, which means I always have to carry a sword just in case. I've drastically made it easier to get SP. Thank you for your criticism, it looked like the biggest thing when I looked back at it.
The spells have arbitrary levels (lvl1, lvl2) which I personally really dislike. There's usually no good reason for level splitting spells other than "it's the way all magic systems work", which is the worst reasoning for adding something. Are you referring to "arbitrary levels" as if that's how strong they are? If you saw that occasional "LV" thing to it, would you assume that's its base power? In short, I believe you are saying it's wrong to label the attacks by a level counter. Is this correct?
The elemental categories have no correlation to what's in the game right now and seem out of place because of it. I believe you are saying this because some of these aren't in the real game yet. One of the goals of this suggestion is to add new elements the players can get around with. I mean, who would want an update that only let them control fire and thunder?
Crafting a Spell uses EXP since you need an enchanted book which means it gets in the way of the current enchanting system. Fixed that, now requires a normal book rather than an enchanted book.
To get a spell and maintain SP I need to have an enchanting table and a Brewing Stand, which means I also need access to the Nether. Why would I go through all the trouble of seeking out elementals to level up my spells (of which I have a 1 in 6 chance of getting what I want), and waste my EXP when at this point in the game my Iron (or Diamond) Weapons, Armor and Enchantments are already more than good enough? Most of this has been fixed already. Look at the changes above.
However, you also stated that you feel like the suggestion itself doesn't feel like it fits into Minecraft, given its current features. This is the BIGGEST and MOST MAJOR question of all, and I ABSOLUTELY need an answer to this: What would you deem as a magic system that would fit into Minecraft?
And I looked at erictom333's replies, and I came up with my own response.
I believe you think all "Magic in Minecraft" suggestions fit into the Suggestions thread at exactly 0%, judging by your response of "Minecraft cannot be a fantasy game, and it never will be." TripleA9 is correct. Minecraft IS indeed a fantasy game. I know most of what he said to be true. (And even with the stuff that I didn't know, I looked it up.) And also like TripleA9 said, there have been many "Magic in Minecraft" suggestions, many of which have been shot down. I won't get in the way of your opinions, but I think it's really a stretch to straight-up shoot down the suggestion. And if you said "Auto No Support", then that means that you've labelled all of this type of suggestion as an outcast. And that's just really, really, REALLY low of you.
I'm sorry if I've been harsh with you, but I guess I had to vent a little.
TLDR: It's fine to have your own opinions, and it's fine to disagree, but it's definitely NOT okay to actively seek out and shoot down what you disagree with. Maybe this type of suggestion isn't for you, so I think it'd be best if you avoided posting on these.
The following is a response to TripleA9's list of criticisms. Responses are in bold. I ask that you answer the questions so that I can refine the suggestion accordingly.
Getting a spell is overly complicated. Fixed that.
If the Prunus Tree is Rare, then that means I won't get to cast spells very often and can't use magic as a primary form of attacking, which means I always have to carry a sword just in case. I've drastically made it easier to get SP. Thank you for your criticism, it looked like the biggest thing when I looked back at it.
The spells have arbitrary levels (lvl1, lvl2) which I personally really dislike. There's usually no good reason for level splitting spells other than "it's the way all magic systems work", which is the worst reasoning for adding something. Are you referring to "arbitrary levels" as if that's how strong they are? If you saw that occasional "LV" thing to it, would you assume that's its base power? In short, I believe you are saying it's wrong to label the attacks by a level counter. Is this correct?
The elemental categories have no correlation to what's in the game right now and seem out of place because of it. I believe you are saying this because some of these aren't in the real game yet. One of the goals of this suggestion is to add new elements the players can get around with. I mean, who would want an update that only let them control fire and thunder?
Crafting a Spell uses EXP since you need an enchanted book which means it gets in the way of the current enchanting system. Fixed that, now requires a normal book rather than an enchanted book.
To get a spell and maintain SP I need to have an enchanting table and a Brewing Stand, which means I also need access to the Nether. Why would I go through all the trouble of seeking out elementals to level up my spells (of which I have a 1 in 6 chance of getting what I want), and waste my EXP when at this point in the game my Iron (or Diamond) Weapons, Armor and Enchantments are already more than good enough? Most of this has been fixed already. Look at the changes above.
However, you also stated that you feel like the suggestion itself doesn't feel like it fits into Minecraft, given its current features. This is the BIGGEST and MOST MAJOR question of all, and I ABSOLUTELY need an answer to this: What would you deem as a magic system that would fit into Minecraft?
And I looked at erictom333's replies, and I came up with my own response.
I believe you think all "Magic in Minecraft" suggestions fit into the Suggestions thread at exactly 0%, judging by your response of "Minecraft cannot be a fantasy game, and it never will be." TripleA9 is correct. Minecraft IS indeed a fantasy game. I know most of what he said to be true. (And even with the stuff that I didn't know, I looked it up.) And also like TripleA9 said, there have been many "Magic in Minecraft" suggestions, many of which have been shot down. I won't get in the way of your opinions, but I think it's really a stretch to straight-up shoot down the suggestion. And if you said "Auto No Support", then that means that you've labelled all of this type of suggestion as an outcast. And that's just really, really, REALLY low of you.
I'm sorry if I've been harsh with you, but I guess I had to vent a little.
TLDR: It's fine to have your own opinions, and it's fine to disagree, but it's definitely NOT okay to actively seek out and shoot down what you disagree with. Maybe this type of suggestion isn't for you, so I think it'd be best if you avoided posting on these.
Great
Also great
What I'm specifically talking about now is the Stars system. What is you're reason to have a system where a spell you're trying to make starts at 1S and you then you have to hunt for cores to get to 5S? Generally when designing a tiered system, my belief is that the way those tiers are scaled depend on where they are in the gameplay cycle. In Minecraft, you start with nothing, then you slowly gain increasingly better tools, weapons and armor as you dig deeper into the world. Near the end of this cycle, you get the resources to go to new dimensions and repeat the cycle there. In order to get a spell now, based on your description, a player needs between 6 and 8 Essence drops of the same color. This means that they need to traverse the inside of a cave until they find at max 8 Elementals of the same time. Since I'm assuming the Elementals spawn randomly, that means the player has to face on average 48 Elementals. But since these elementals spawn with other hostile mobs, you'd have to run into over a hundred hostile mobs. By the time a player faces this many elementals, assuming they haven't gone into the Nether, the player is at the end of the gameplay loop for the overworld, which means that they already have enchanted diamond weapons and armor. To me, that indicates that having a star system for the spells makes no sense because the spells need to compete with Enchanted Diamonds and Armor right off the bat. There could be a legitimate reason to have Stars that ignores everything I just said, but in my experience, that's never happened.
I'll explain this with my answer to magic that fits
Cool
Awesome
So the big question: How does one devise a magic system that fits Minecraft?
I've been thinking about his a lot lately and am preparing to make my own magic suggestion, hopefully in a few days, so I'll try to be concise. In order to make a magic system that fits, you have to understand what kind of game this is, what the current gameplay elements are, and how they interact with the overall game design. Erictom333 is right when he says Minecraft is about mining, building, crafting, exploring, and tinkering. Enchanting, Alchemy, and Redstone did this. Even the most recent update did this:
The Grindstone and Composter added a new way to deal with loot you don't want
The Smoker and Blast Furnace cut crafting times in half
The Stonecutter, Cartography table, and Loom made it much easier to craft complicated items
These crafting table additions were doubly effective because they not only facilitated the main gameplay aspects of Minecraft (building, crafting, mining) but they also expanded an explorable place. The system you've proposed so far doesn't feel like it expands on the main elements of Minecraft. New hostile mobs are cool, but they don't add much to the atmosphere of a cave, they're just another enemy. The armors you can make from the Essence Drops are interesting because of the give and take, but they won't ever be used in place of Diamond Armor (because of the time it takes to get them, see 3) so they might as well not be added. Finally the spells mechanically act as replacements for enchanted swords and bows except that you need more inventory space and they're weaker (why would I use a Fire Spell and Wind Spell separately when I can use a Diamond Sword with Sharpness, Fire Aspect and Knockback?) without adding to building, crafting, mining, tinkering or exploring. A Magic Update needs to add to at least a few of those aspects the same way Redstone or Alchemy did without getting in the way of what's currently there.
The other thing you have to understand about Minecraft is that it is more of a Low Fantasy setting, otherwise known as intrusion fantasy. To stay consistent, the magic system has to intrude on realistic aspects of the world; they have to take something realistic and turn it magical. Enchanting, Alchemy, and even Redstone do this. The way Obsidian and Diamond are treated are in line with this as well. The only break from this is Endermen/End Portals. A proposed magic system would 'fit Minecraft' more if it followed this rule. That's why Thunder, Ice, Wind, and Light spells don't feel like they belong, they don't take a part of the realistic Minecraft world and turn it magical. We can't harvest electricity in Minecraft because we have Redstone and we rarely see it, wind doesn't seem to exist in the world to begin with, and Light doesn't have any connection with Nether Mobs in the game. It's weird to see all these things be manipulated with magic when we don't have a strong basis for it in the overworld of the Minecraft world. Fire makes sense since we harness it's power physically in the overworld and we see it utilized by Blazes in the Nether, as an example.
Lastly, its fine if erictom333 doesn't agree and wants to post that. Opinions that disagree are necessary to refine ideas. It's not fine to disagree without providing legitimate reasons or constructive criticism. Auto-No Support doesn't provide constructive criticism, and Minecraft never will be X is not a legitimate reason because Minecraft is an evolving game. It' very different now then it was when it released. This game can take any number of development terms that bring it closer to or farther from any genre. Also, sorry for the book.
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This is cool, but... it's too much. Overwhelming to say the least. This would change Minecraft substantially... and not in a good way. Although Minecraft does have its fantasty elements with potions, undead creatures, and enchantments, it's not a fantasy game. Though I must admit, this would make for an excellent mod.
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Magic can be added to Minecraft, there's no rule saying they cannot so I do not see why they cannot. However this suggestion sees magic change the complete focus of the game. If you were to add magic, I think it should be added after the Ender Dragon- the prunus trees could be in the far end isles.
While an endgame focus magic may work it shouldn't become too overpowering. I'd suggest simplifying your elements down to just three- Storm, Ice, and Fire.
Storm is strong but slow
Ice is fast but weak
Fire is halfway strong and halfway fast, but can also harm you in the process
Now I'd recommend replacing the hotbar binding with some sort of staff, one for each of the three pathways you can go down. The SP bar... let's just call it mana... only reveals itself when you are holding the staff.
If you make those changes I think magic could be added into Vanilla Minecraft!
People, please stay on-topic and limit the discussion to the suggestion being presented. This thread is not for arguing about whether Minecraft is or is not a fantasy game.
People, please stay on-topic and limit the discussion to the suggestion being presented. This thread is not for arguing about whether Minecraft is or is not a fantasy game.
Back on topic, a question for Idelac the OP: how unfinished exactly is this suggestion? When do you plan to finish? We are discussing your update idea as is, but if you were to change it up significantly later those earlier comments may not make any sense. Are you just going to finish the spell list or is there something else we are unaware of.
Not just because it's 'Fantasy' or the fact it's yet another set of 'Stats' to worry about etc... but I suspect we already have SOME clue to what 1.15 MAY contain
Two of the new 1.14 villager / trade blocks still don't have a GUI (the 'fletcher' & 'toolsmith') - also I've seen that there may be a new 'Dust' introduced to the game...possible 'BlueDust'... [Apparently eagle eyed watchers have notice this in the Mojang 'villager & pillager' video]
So IMHO with 1.15 - I would guess these elements will be involved somehow..
maybe a new way to 'improve' weapons & Tools perhaps ??
Formerly just "Magic Tomes [Combat]".
This suggestion is all about magic. It actually has a lot to it.
EDIT: Many areas are being revamped. Thanks to tripleA9 for telling me there are many things wrong with it.
1. New Stat: "SP" and Dealing With SP
SP stands for Spirit Points. You have 40 maximum SP. However, this is simply recognized by a numerical value-- not with a bunch of icons that could clutter up GUI space.
You use SP whenever you cast a magical attack. If your SP gets too low, you won't be able to use magic attacks, and you'll have to either resort to physical combat or drinking a Potion of Spirit.
Potions of Spirit are brewed with a new item-- Spirit Plums. You can get them from chests or by a new type of tree, the Prunus tree. This type of tree can be found in forests, but in rare cases you can even find them in plains biomes. There's a 3 in 4 chance (75%) to find one per chunk in a forest (Or 1 in 5 chance (20%) in a plains biome). While the tree itself is rare, the fruit that it bears drops quite commonly. You can also make planks, slabs, and the like from this tree, which has a blue color to it. You can even eat it by itself, but it barely does anything. The fruit by itself will heal 3 SP and fill your hunger bar by 4 points. However, this is its only form in which it can fill your hunger bar, so use it if you're desperate.
Brewing it will bring out its magic-replenishing capabilities. A basic Potion of Spirit can heal 10 SP, and an upgraded Potion of Spirit can heal 20 SP. You can also add a Ghast Tear to it to turn it into a Potion of Invigoration, which is similar to the Regeneration effect. It heals 1 SP every 3 seconds and lasts for 0:45. Enhancing its power will heal increase the rate to 1.5 seconds, and boosting its duration can cause it to go up to 1:30.
If you don't have access to the Nether (and thus can't use Brewing Stands to make potions), don't worry. Your SP will regenerate, similarly to the HP regeneration system. Except it takes x2 time, and it'll regenerate regardless how full your hunger bar is.
2. First Steps Towards Magic
To get a tome, you must craft it first. You must get some Essence from an Elemental. These Elementals are most commonly found underground, but can sometimes appear at night. There are six types of Elementals, and are mostly the same. They all have 30 HP, and have their own attacks, which corresponds with their own element: Fire, Ice, Thunder, Wind, Dark, and Light.
Fire Elementals relentlessly throw fireballs at you. Ice Elementals release cold blasts, trying to slow your movements. Thunder Elementals try to bypass your speed with fast attacks. Wind Elementals send out strong gusts of wind, in an attempt to (potentially) throw you off a cliff. Dark Elementals darken your surroundings and blends with the darkness while you're blinded. And Light Elementals unleash a bright light, which can catch you off guard if you're not careful.
You're guaranteed to get 1-2 Essence Drops from them when you kill them. However, there's a chance that they'll drop their Core instead, with a 45% chance. More on that later.
Firstly, you need a Book. Then, you must craft the tome. There are three types of tomes: Basic Tome, Advanced Tome, and Combo Tome. Putting Essence Drops around the book in a diamond shape will result in a Basic Tome. Putting Essence Drops around the book in a full circle shape results in an Advanced Tome. If you try to use multiple types of Essence, you can get a multi-spell tome, called a Combo Tome, but is really costly in SP. Combo Tomes are made with a diamond pattern around the book. But you can add more types to it and its power if you use a full circle shape. Note that Basic and Advanced Tomes require the same type of Essence to be used.
Tomes' power are generally rated by their star count. Basic Tomes have 1-3 stars, Advanced Tomes have 3-5 stars, and Combo Tomes have 1-4 stars. (Combo Tomes generally start with 1 star. But if you use the full circle method, it'll start with 2 stars.)
To upgrade a tome, you must give it a Core of the same of its type. (If you have a Combo Tome, you must give it Cores that corresponds with all of the types that you used to make it. Say that you have a Fire and Ice Combo Tome, then you'll need both a Fire and Ice Core to upgrade it.) This will increase its stars by 1 and will give you the option of selecting one out of two new spells to unlock. (Sorry, this means you can't get all of the spells, so choose wisely.)
And with that, you're finally able to battle with magic!
3. Fighting with Magic
Basically, the way you fight with magic is refined by your choices. Will you attack with basic, weak spells? Will you devastate your foes with high-cost spells that pack a punch? Will you beat your enemies with spell after spell with a Combo Tome? It's all up to you.
In order to cast a spell, you must first bind a spell to it. Right-clicking it will open it up. Clicking on it will bind the spell to it, and you will be able to use it by left-clicking.
But you might say "But I want to be able to seamlessly cast spells! Having multiple in the hotbar at the same time would be hassling!" Well, I knew you'd say that. You can do that. All you have to do is put a tome in your hotbar, and you can cycle through them by pressing "0" or "-".
Combo Tomes are a special case. In order to use them, you actually have to bind more than one spell in order for it to be used. Then they will be performed one by one. You'll get a bar in the corner stating when the next spell will be fired, so stay alert.
Every element has their own unique trait.
Fire spells are reliable, high-damage spells, but can cost a lot of SP.
Ice spells are all about slowing down your foes' movements.
Thunder spells are fast, and can potentially outrun a retreating foe, but are weak.
Wind spells are the only type of spells that can deal knockback.
Dark spells have the potential to inflict Blind on your enemies for a short time.
Light spells are a special case, as they are the only type of spells that deal double damage to Nether-type mobs.
Fire
Ice
Thunder
Spell list still unfinished.
4. Forging New Armor
You can also use the Essence Drops you obtain from Elementals to make new armor. To do this, you must smelt them into Element Gems by using a furnace.
NOTE: I'm not 100% aware of the exact efficiency of these armor values, so the following values may be inaccurate.
Each set will provide 13 armor points (~52% damage reduction). However, these Elemental Armor sets only defend against physical attacks as if the player had a set of armor equivalent to 7 armor points (~28% damage reduction). Depending on the armor you wear, you can boost the power of your magic attacks.
As with the elements used for battling, each armor set has their own unique traits and drawbacks.
Fire: Melee physical attackers may be set on fire, but you take extremely slow fire damage. Hey, it's made of fire, so of course you'd take damage.
Ice: Nearby enemies will be inflicted with a weak Slowness effect. But you're naturally slowed as well.
Thunder: You gain Speed, but your attacks become slightly weaker.
Wind: Your knockback is boosted, but you take more knockback as well.
Dark: You become immune to the Blind effect, but you take double damage from Light attacks.
Light: You deal double damage to Dark Armor wearers, but you are more susceptible to the Blind effect.
[Avatar] A render of my skin
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I'm Idelac. I'm a regular on the forum games.
https://www.youtube.com/watch?v=3b48-Z_ozdg
Auto No Support to any magic related suggestions. Minecraft is a game of mining, crafting, building, exploring, tinkering, doing whatever you want. Minecraft is NOT a fantasy game, and it never will be.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
That is a ridiculous statement. How can you claim that Minecraft is about doing whatever you want but say that it can never be a fantasy game. Some people want to have fantasy elements and just as much as crafting. What's crazier is that it seems like you haven't realized that Minecraft IS a Fantasy game. Minecraft has alchemy, enchanting, portals, dragons, witches, and real world materials that have magical properties and elements. Obsidian is not hard in real life, diamonds would make terrible armor and are rarely blue etc. All those things are hallmarks of fantasy games and are major components of Minecraft's gameplay loop. That makes Minecraft just as much a fantasy game as Skyrim, Fable or any other Fantasy RPG.
Unfortunately I also have to give this idea No Support. Even though a path to completion was provided, I don't think the magic system proposed fits with Minecraft's current gameplay elements. The idea falls into the common magic suggestion traps.
I don't mean to be harsh, but hopefully my comments spark a thought or two to help you finish/revamp your suggestion. Personally I'd really like to see a more proper magic system in Minecraft (besides alchemy and enchanting), I just haven't seen anyone suggest something that feels like it belongs in Minecraft. My impression is that no one on these forums has seen a suggestion like that either and that's why there's always such strong reactions to "Magic in Minecraft" posts.
The following is a response to TripleA9's list of criticisms. Responses are in bold. I ask that you answer the questions so that I can refine the suggestion accordingly.
However, you also stated that you feel like the suggestion itself doesn't feel like it fits into Minecraft, given its current features. This is the BIGGEST and MOST MAJOR question of all, and I ABSOLUTELY need an answer to this: What would you deem as a magic system that would fit into Minecraft?
And I looked at erictom333's replies, and I came up with my own response.
I believe you think all "Magic in Minecraft" suggestions fit into the Suggestions thread at exactly 0%, judging by your response of "Minecraft cannot be a fantasy game, and it never will be." TripleA9 is correct. Minecraft IS indeed a fantasy game. I know most of what he said to be true. (And even with the stuff that I didn't know, I looked it up.) And also like TripleA9 said, there have been many "Magic in Minecraft" suggestions, many of which have been shot down. I won't get in the way of your opinions, but I think it's really a stretch to straight-up shoot down the suggestion. And if you said "Auto No Support", then that means that you've labelled all of this type of suggestion as an outcast. And that's just really, really, REALLY low of you.
I'm sorry if I've been harsh with you, but I guess I had to vent a little.
TLDR: It's fine to have your own opinions, and it's fine to disagree, but it's definitely NOT okay to actively seek out and shoot down what you disagree with. Maybe this type of suggestion isn't for you, so I think it'd be best if you avoided posting on these.
[Avatar] A render of my skin
[Status] Doing absolutely nothing.
I'm Idelac. I'm a regular on the forum games.
https://www.youtube.com/watch?v=3b48-Z_ozdg
So the big question: How does one devise a magic system that fits Minecraft?
These crafting table additions were doubly effective because they not only facilitated the main gameplay aspects of Minecraft (building, crafting, mining) but they also expanded an explorable place. The system you've proposed so far doesn't feel like it expands on the main elements of Minecraft. New hostile mobs are cool, but they don't add much to the atmosphere of a cave, they're just another enemy. The armors you can make from the Essence Drops are interesting because of the give and take, but they won't ever be used in place of Diamond Armor (because of the time it takes to get them, see 3) so they might as well not be added. Finally the spells mechanically act as replacements for enchanted swords and bows except that you need more inventory space and they're weaker (why would I use a Fire Spell and Wind Spell separately when I can use a Diamond Sword with Sharpness, Fire Aspect and Knockback?) without adding to building, crafting, mining, tinkering or exploring. A Magic Update needs to add to at least a few of those aspects the same way Redstone or Alchemy did without getting in the way of what's currently there.
The other thing you have to understand about Minecraft is that it is more of a Low Fantasy setting, otherwise known as intrusion fantasy. To stay consistent, the magic system has to intrude on realistic aspects of the world; they have to take something realistic and turn it magical. Enchanting, Alchemy, and even Redstone do this. The way Obsidian and Diamond are treated are in line with this as well. The only break from this is Endermen/End Portals. A proposed magic system would 'fit Minecraft' more if it followed this rule. That's why Thunder, Ice, Wind, and Light spells don't feel like they belong, they don't take a part of the realistic Minecraft world and turn it magical. We can't harvest electricity in Minecraft because we have Redstone and we rarely see it, wind doesn't seem to exist in the world to begin with, and Light doesn't have any connection with Nether Mobs in the game. It's weird to see all these things be manipulated with magic when we don't have a strong basis for it in the overworld of the Minecraft world. Fire makes sense since we harness it's power physically in the overworld and we see it utilized by Blazes in the Nether, as an example.
Lastly, its fine if erictom333 doesn't agree and wants to post that. Opinions that disagree are necessary to refine ideas. It's not fine to disagree without providing legitimate reasons or constructive criticism. Auto-No Support doesn't provide constructive criticism, and Minecraft never will be X is not a legitimate reason because Minecraft is an evolving game. It' very different now then it was when it released. This game can take any number of development terms that bring it closer to or farther from any genre. Also, sorry for the book.
This is cool, but... it's too much. Overwhelming to say the least. This would change Minecraft substantially... and not in a good way. Although Minecraft does have its fantasty elements with potions, undead creatures, and enchantments, it's not a fantasy game. Though I must admit, this would make for an excellent mod.
A towel is about the most massively useful thing an interstellar hitchhiker could have.
Magic can be added to Minecraft, there's no rule saying they cannot so I do not see why they cannot. However this suggestion sees magic change the complete focus of the game. If you were to add magic, I think it should be added after the Ender Dragon- the prunus trees could be in the far end isles.
Now I'd recommend replacing the hotbar binding with some sort of staff, one for each of the three pathways you can go down. The SP bar... let's just call it mana... only reveals itself when you are holding the staff.
If you make those changes I think magic could be added into Vanilla Minecraft!
People, please stay on-topic and limit the discussion to the suggestion being presented. This thread is not for arguing about whether Minecraft is or is not a fantasy game.
- sunperp
I agree. I have created a discussion thread here to discuss that side topic: https://www.minecraftforum.net/forums/minecraft-java-edition/discussion/2962429-is-minecraft-a-fantasy-game
Back on topic, a question for Idelac the OP: how unfinished exactly is this suggestion? When do you plan to finish? We are discussing your update idea as is, but if you were to change it up significantly later those earlier comments may not make any sense. Are you just going to finish the spell list or is there something else we are unaware of.
Mojan already stated that they will never add magic to Minecraft.
Potions and enchanting are close enough to magic. people should be satisfied with that.
No Support
Not just because it's 'Fantasy' or the fact it's yet another set of 'Stats' to worry about etc... but I suspect we already have SOME clue to what 1.15 MAY contain
Two of the new 1.14 villager / trade blocks still don't have a GUI (the 'fletcher' & 'toolsmith') - also I've seen that there may be a new 'Dust' introduced to the game...possible 'BlueDust'... [Apparently eagle eyed watchers have notice this in the Mojang 'villager & pillager' video]
So IMHO with 1.15 - I would guess these elements will be involved somehow..
maybe a new way to 'improve' weapons & Tools perhaps ??
melting 'blue dust' with ores maybe ??
I have been wanting a magic update as well but not quite like your suggestion, your suggestion is still good tho