Magic is very easy to find across the land of Minecraft -- And in many ways.
Feats of Sorcery are performed by the dread Demons that are the blaze men within the nether, as one could also find Endermen to be infused with what appears to be dark mystics.
Just recently, We became able to cast magic, but for what purpose? the further Enhancement of Melee weaponry, that is, nothing else.
But many groups of those who Inhabit Minecraft wish to not only use Magic to enchant and create portals and the sort, but also to fight and help in their usual daily life.
Before I procceed, I will inform you, my idea does not involve your every-game mana and spell system, no sir. I have a very unique and prebably never seen before method for spellcasters to arise at once, and to also make them different from any other game's.
First of all, one needs a very basic item, a Spellbook. The sole purpose of this item is to not only keep record of the spells you have, but also, basically, enable you to cast them.
When active, the spellbook looks like an open book similar to the Enchantment station's, but in the player's left hand, while the player's right hand is clearly free.
The recipe for it goes as follows:
Where = Ender Pearl = Redstone Dust = Book
First of all, let me get to How to cast spells.
Let's take an easy example of an spell...The "Ender bolt" spell.
To start casting a spell, you must click the right mouse button while the spellbook is selected, this will lock your view and disable you from moving, then, as complicated as it might be, type the spell's chant, which, in the case of the Ender bolt happens to be "End", after typing the 'd' of 'End', a bolt of dark bluish green energy will be cast towards wherever you are facing, dealing a rather considerable amount of damage if it hits.
The proceedure is simple;
1. Click the right mouse button while the spellbook is selected, This locks the camera angle to it's current spot and does not allow movement of any sort.
2. Type the spell's chant.
3. As soon as it has been typed, the spell will be casted in the direction where the reticle is, this will, just afterwards, unlock the screen and allow movement again.
As you can see, in order to cast spells, you must SAY a chant that will then send the spell, different, more advanced spells will have longer chants, which is what makes for the point of spellcasting: It will take as long to shoot as long as you take to actually type the chant cast the spell.
In case you're in the middle of the Casting Position(triggered rigth after clicking right click) and want to quit it before actually casting the spell, you must click the Left mouse button, this will not cause the player to attack whatever is in front, but will unlock the camera and allow movement once again.
Now, how do you actually learn spells?
Spells are found in the form of glyphs and sigils found in the walls of many different places, they are quite rare, but each has different utilities and is found at a different place. The value and might of a particular spell will also determine how rare it is to find a spell.
The spells will be in the form of a few glyphs and letters over a wall that will be either found in:
-Dungeons
-Ravines
-Strongholds
-Nether
-Ender Dimension
-Forests
-Underwater
-Ice
Players can't produce spell glyphs on a wall on their own, and can't cast a spell without knowing the spell first.
In order to elarn a spell, one must activate the spellbook item in front of a glypth and press the right click button, instead of actually making the character go into casting position, they will add the spell to their book and a message saying "[Spell Name] has been added top your spellbook." How would you remember a spell's chant from before? Scratch that, how would you know what a spell's chant is?!
When you are in casting position, if you click the left click button, you will quit it, but if you click the right mouse button onc emore, you will actually read the spellbook, and on it, you will see the entire list of spells you have and what their chants are.
Spells work in the same manner on which maps do, if you drop a spell that holds certain spells, then grab another, the other won't have the same spells, if you pick the previously dropped, however, you WILL be able to acst the spells from it.
Spellbooks can be merged by putting two spellsbooks in a crafting table, one above the other in any order whatsoever, turning them into a new, single spellbook(getting rid of one in the process) that now contains the spells of both spellbooks, but spellbooks can't be cloned.
While casting, the player will see how a small ball of energy will appear on their right hands, and will grow bigger at each letter of the chant added. Other players will see the player holding the book on their left hand and their right hand being down, unless casting, on which case they will point forwards.
And now, here's a list of spell examples:
Magical Bolt/Ender Bolt:
Chant: ARCA/END
Deals Damage: Yes, 4 hearts worth of damage.
Special effects: None.
Found in: Dungeons and Ravines
Rarity:
Fireball:
Chant: FIRE
Deals Damage: Yes, 3 and a half hearts worth of damage.
Special effects: Leaves target with a burn if it is a mob or player, additionally, it will ignite any block with the same might as flint and steel would.
Found in: Dungeons and Ravines
Rarity:
Chill:
Chant: ICE
Deals Damage: Yes, 1 and a half Hearts worth of damage.
Special effects: Any target will be frozen and unable to move for about 1 second. Additionally, any water block struck with this spell will become a 1x1 Ice block.
Found in: Ravines, Ice Blocks.
Rarity:
Nether Inferno:
Chant: NETHER
Deals Damage: Yes, 5 and a half hearts worth of damage to all targets within a 3x3 space.
Special effects: This spell strikes all targets within a 3x3 grid of the block the spell targets, leaving all of them burned. Additionally, the spell will ignite the 3x3 grid.
Found in: The Nether.
Rarity:
Ender Miasma:
Chant: MIASMAENDER
Deals Damage: Yes, 7 hearts worth of damage.
Special effects: This spell targets a single enemy, which will not only be heavily injured, but will also be unable to move while surrounded by purple sparkles for about 6 seconds.
Found in: The Ender Dimension
Rarity:
Create energy:
Chant: QUANTUM
Deals Damage: No.
Special effects: It produces a temporary(2-3 minutes) source of energy for redstone torchers, dust, and the like.
Found in: Dungeons and Ravines
Rarity:
It must be noted that even spells of rarity are hard to find, but are significally easier than the rest.
After a damaging spell is launched, and if the reticle is aiming at a monster, the spell will target and follow the monster, not dissapearing until it hits the wall or the mob itself.
As a side note, if you get a letter wrong while chanting, a sound effect will spring and the ball of energy will dissapear
At the end, your actual spelling skills are what allows you to cast spells. Fun, isn't it?
The point of spells is that tehy are ranged, hard to be used in massive quanitites and steady repetitions, but are mighty.
These spells are just examples, Notch is free to use/modify/add more/remove or do anything with them in any way.
Mojang has premission to use/edit/ignore/modify/improve/expand/extend this idea in any way they want, accepting anything they find agreeable and denying everything they dislike, as well as being able to change anything already in it to something they find more appropriate.
Not too bad :smile.gif: although, I'd have spellbooks be craftable items that cast the spell themselves. For example, you get a Fire Spell Book. If you hold that in your hand, and then left click, it would cast the spell and reduce the book's durability.
To craft the spell books, you'd simply craft it with a potion/with potion ingredients? Rarer spell books could be found. You could potentially repair spell books somehow, perhaps by spending XP, so you can continue to use a spell?
It is most certainly a cool idea, however, although the casting is unique and cool, it seems like it could be rather annoying. I mean, combat is already annoying while your moving around spamming left click, but now your stuck in place and have to type out words? Basically, any spell that hits a single target would almost always miss, unless that target was stuck behind something or standing still.
However the idea should not be completely scrapped. For example you could have a buff system or perhaps more AoE spells that require a chant, or maybe rituals that create a shield or ring of fire,ice,etc. around the player that requires you to chant a word or sentence.
Not too bad :smile.gif: although, I'd have spellbooks be craftable items that cast the spell themselves. For example, you get a Fire Spell Book. If you hold that in your hand, and then left click, it would cast the spell and reduce the book's durability.
To craft the spell books, you'd simply craft it with a potion/with potion ingredients? Rarer spell books could be found. You could potentially repair spell books somehow, perhaps by spending XP, so you can continue to use a spell?
Logically, it doesn't make much sense, if you put a book on a workplace and give it a few herbs, you won't find a magical chant within which you can cast.
And well, the idea of this is so magic can be used on a different manner than other attack methods, Whereas ranged is click and hold, melee is (spesically)click away, Magic would be click, type and attack.
At the end, your actual spelling skills are what allows you to cast spells. Fun, isn't it?
It is most certainly a cool idea, however, although the casting is unique and cool, it seems like it could be rather annoying. I mean, combat is already annoying while your moving around spamming left click, but now your stuck in place and have to type out words? Basically, any spell that hits a single target would almost always miss, unless that target was stuck behind something or standing still.
However the idea should not be completely scrapped. For example you could have a buff system or perhaps more AoE spells that require a chant, or maybe rituals that create a shield or ring of fire,ice,etc. around the player that requires you to chant a word or sentence.
Mages need focus in order to cast, if you're on a rush, you can just type a quick spell, like "End", and have a nice, neat result, if you have the distance and time, you can chastise your opponent entirely with a stretch "Miasmaend".
Logically, it doesn't make much sense, if you put a book on a workplace and give it a few herbs, you won't find a magical chant within which you can cast.
And well, the idea of this is so magic can be used on a different manner than other attack methods, Whereas ranged is click and hold, melee is (spesically)click away, Magic would be click, type and attack.
At the end, your actual spelling skills are what allows you to cast spells. Fun, isn't it?
You make a good point. Lets argue realism... in regard to spell casting...
If you wanted to maintain your system, I think mouse gestures would be a better way to go about it.
You make a good point. Lets argue realism... in regard to spell casting...
If you wanted to maintain your system, I think mouse gestures would be a better way to go about it.
Using fantasy does not mean you should disregard logic, Magic does, in fact, contain much logic to it, but I won't bore you with quantum physics today.
What about laggy computers? You can't motion easily when you have lag, besides, if there's a vast amount of spells, similar motions could lead to casting the wrong spell.
This is a very good and well thought out idea. I usually oppose magic, but it would be a very good idea if put into the game like this, especially the "no motion" thing. However, I have one quip. The fact that you can't look around is good in concept, but aiming would be nearly impossible. Most spells would miss. The player should be able to look around, perhaps slowly, as if holding a charged bow. Otherwise, hitting mobs with this would be ridiculously hard.
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Proud Minecrafter since Alpha 1.1.0 OH GOD LOOK OUT IT'S A SLUUUUT
This is a very good and well thought out idea. I usually oppose magic, but it would be a very good idea if put into the game like this, especially the "no motion" thing. However, I have one quip. The fact that you can't look around is good in concept, but aiming would be nearly impossible. Most spells would miss. The player should be able to look around, perhaps slowly, as if holding a charged bow. Otherwise, hitting mobs with this would be ridiculously hard.
Thank you!
Well, for tjhat matter, we could empower your usual spells even further, my main idea here is that you need both focus and agility at typing at the same time, with time, one grows accostumed to it and before you know it, you'll be able to cast the most powerful spells at an impressive speed.
As a side note, I don't think the focus of the spell at hand can be dismissed by taking damage.
In regards of the option of locking aim, well, think of it like this, you point at a skeleton and press the right mouse button, then start typing. By the time you look back, you accidentally moved the mouse and ended up facing the floor.
Lose the chanting for combat based spells.
They could perhaps stick for larger non combat spells. Perhaps spells found in the Overworld could be different from those in the Nether. Nether spells being darker and more damaging. I could see serious potential for this, such as a totem or object built to boost spell efficiency within a set area. Eh, good idea. Support.
Lose the chanting for combat based spells.
They could perhaps stick for larger non combat spells. Perhaps spells found in the Overworld could be different from those in the Nether. Nether spells being darker and more damaging. I could see serious potential for this, such as a totem or object built to boost spell efficiency within a set area. Eh, good idea. Support.
I find your idea regarding magical items around locations able to improve magical performance very worthwhile, but I stick to having to still type in combat-based situations, because that's what magic is all about; Focus.
Mojang has premission to use/edit/ignore/modify/improve/expand/extend this idea in any way they want, accepting anything they find agreeable and denying everything they dislike, as well as being able to change anything already in it to something they find more appropriate.
No! Really? I was under the impression Mojang would ask money for your idea!
Seriously, it was probably already suggested for Better Books, and you most likely aren't the first to have spellbook idea.
I suggest putting time in slow motion while casting.
Also, maybe locking target for Mobs (turning to follow them) would be a good idea?
Though your idea is epic I think spells should be infused in the player, and simply appear when using a spellbook (and vanishing when you drop the book). And spells should probably be achievement unlocked, and/or given by special, rare potions.
Slow motion and target following are ideas I will add to the thread.
Spells being achievement unlocked would make them too easy to get, it'd be better for players to find spells written by ancient wiozards of old.
Feats of Sorcery are performed by the dread Demons that are the blaze men within the nether, as one could also find Endermen to be infused with what appears to be dark mystics.
Just recently, We became able to cast magic, but for what purpose? the further Enhancement of Melee weaponry, that is, nothing else.
But many groups of those who Inhabit Minecraft wish to not only use Magic to enchant and create portals and the sort, but also to fight and help in their usual daily life.
Before I procceed, I will inform you, my idea does not involve your every-game mana and spell system, no sir. I have a very unique and prebably never seen before method for spellcasters to arise at once, and to also make them different from any other game's.
First of all, one needs a very basic item, a Spellbook. The sole purpose of this item is to not only keep record of the spells you have, but also, basically, enable you to cast them.
When active, the spellbook looks like an open book similar to the Enchantment station's, but in the player's left hand, while the player's right hand is clearly free.
The recipe for it goes as follows:
Where
First of all, let me get to How to cast spells.
Let's take an easy example of an spell...The "Ender bolt" spell.
To start casting a spell, you must click the right mouse button while the spellbook is selected, this will lock your view and disable you from moving, then, as complicated as it might be, type the spell's chant, which, in the case of the Ender bolt happens to be "End", after typing the 'd' of 'End', a bolt of dark bluish green energy will be cast towards wherever you are facing, dealing a rather considerable amount of damage if it hits.
The proceedure is simple;
1. Click the right mouse button while the spellbook is selected, This locks the camera angle to it's current spot and does not allow movement of any sort.
2. Type the spell's chant.
3. As soon as it has been typed, the spell will be casted in the direction where the reticle is, this will, just afterwards, unlock the screen and allow movement again.
As you can see, in order to cast spells, you must SAY a chant that will then send the spell, different, more advanced spells will have longer chants, which is what makes for the point of spellcasting: It will take as long to shoot as long as you take to actually type the chant cast the spell.
In case you're in the middle of the Casting Position(triggered rigth after clicking right click) and want to quit it before actually casting the spell, you must click the Left mouse button, this will not cause the player to attack whatever is in front, but will unlock the camera and allow movement once again.
Now, how do you actually learn spells?
Spells are found in the form of glyphs and sigils found in the walls of many different places, they are quite rare, but each has different utilities and is found at a different place. The value and might of a particular spell will also determine how rare it is to find a spell.
The spells will be in the form of a few glyphs and letters over a wall that will be either found in:
-Dungeons
-Ravines
-Strongholds
-Nether
-Ender Dimension
-Forests
-Underwater
-Ice
Players can't produce spell glyphs on a wall on their own, and can't cast a spell without knowing the spell first.
In order to elarn a spell, one must activate the spellbook item in front of a glypth and press the right click button, instead of actually making the character go into casting position, they will add the spell to their book and a message saying "[Spell Name] has been added top your spellbook."
How would you remember a spell's chant from before? Scratch that, how would you know what a spell's chant is?!
When you are in casting position, if you click the left click button, you will quit it, but if you click the right mouse button onc emore, you will actually read the spellbook, and on it, you will see the entire list of spells you have and what their chants are.
Spells work in the same manner on which maps do, if you drop a spell that holds certain spells, then grab another, the other won't have the same spells, if you pick the previously dropped, however, you WILL be able to acst the spells from it.
Spellbooks can be merged by putting two spellsbooks in a crafting table, one above the other in any order whatsoever, turning them into a new, single spellbook(getting rid of one in the process) that now contains the spells of both spellbooks, but spellbooks can't be cloned.
While casting, the player will see how a small ball of energy will appear on their right hands, and will grow bigger at each letter of the chant added. Other players will see the player holding the book on their left hand and their right hand being down, unless casting, on which case they will point forwards.
And now, here's a list of spell examples:
Magical Bolt/Ender Bolt:
Chant: ARCA/END
Deals Damage: Yes, 4 hearts worth of damage.
Special effects: None.
Found in: Dungeons and Ravines
Rarity:
Fireball:
Chant: FIRE
Deals Damage: Yes, 3 and a half hearts worth of damage.
Special effects: Leaves target with a burn if it is a mob or player, additionally, it will ignite any block with the same might as flint and steel would.
Found in: Dungeons and Ravines
Rarity:
Chill:
Chant: ICE
Deals Damage: Yes, 1 and a half Hearts worth of damage.
Special effects: Any target will be frozen and unable to move for about 1 second. Additionally, any water block struck with this spell will become a 1x1 Ice block.
Found in: Ravines, Ice Blocks.
Rarity:
Nether Inferno:
Chant: NETHER
Deals Damage: Yes, 5 and a half hearts worth of damage to all targets within a 3x3 space.
Special effects: This spell strikes all targets within a 3x3 grid of the block the spell targets, leaving all of them burned. Additionally, the spell will ignite the 3x3 grid.
Found in: The Nether.
Rarity:
Ender Miasma:
Chant: MIASMAENDER
Deals Damage: Yes, 7 hearts worth of damage.
Special effects: This spell targets a single enemy, which will not only be heavily injured, but will also be unable to move while surrounded by purple sparkles for about 6 seconds.
Found in: The Ender Dimension
Rarity:
Create energy:
Chant: QUANTUM
Deals Damage: No.
Special effects: It produces a temporary(2-3 minutes) source of energy for redstone torchers, dust, and the like.
Found in: Dungeons and Ravines
Rarity:
It must be noted that even spells of rarity
After a damaging spell is launched, and if the reticle is aiming at a monster, the spell will target and follow the monster, not dissapearing until it hits the wall or the mob itself.
As a side note, if you get a letter wrong while chanting, a sound effect will spring and the ball of energy will dissapear
At the end, your actual spelling skills are what allows you to cast spells. Fun, isn't it?
The point of spells is that tehy are ranged, hard to be used in massive quanitites and steady repetitions, but are mighty.
These spells are just examples, Notch is free to use/modify/add more/remove or do anything with them in any way.
Mojang has premission to use/edit/ignore/modify/improve/expand/extend this idea in any way they want, accepting anything they find agreeable and denying everything they dislike, as well as being able to change anything already in it to something they find more appropriate.
What'dya think?
To craft the spell books, you'd simply craft it with a potion/with potion ingredients? Rarer spell books could be found. You could potentially repair spell books somehow, perhaps by spending XP, so you can continue to use a spell?
However the idea should not be completely scrapped. For example you could have a buff system or perhaps more AoE spells that require a chant, or maybe rituals that create a shield or ring of fire,ice,etc. around the player that requires you to chant a word or sentence.
Logically, it doesn't make much sense, if you put a book on a workplace and give it a few herbs, you won't find a magical chant within which you can cast.
And well, the idea of this is so magic can be used on a different manner than other attack methods, Whereas ranged is click and hold, melee is (spesically)click away, Magic would be click, type and attack.
At the end, your actual spelling skills are what allows you to cast spells. Fun, isn't it?
Mages need focus in order to cast, if you're on a rush, you can just type a quick spell, like "End", and have a nice, neat result, if you have the distance and time, you can chastise your opponent entirely with a stretch "Miasmaend".
You make a good point. Lets argue realism... in regard to spell casting...
If you wanted to maintain your system, I think mouse gestures would be a better way to go about it.
Using fantasy does not mean you should disregard logic, Magic does, in fact, contain much logic to it, but I won't bore you with quantum physics today.
What about laggy computers? You can't motion easily when you have lag, besides, if there's a vast amount of spells, similar motions could lead to casting the wrong spell.
OH GOD LOOK OUT IT'S A SLUUUUT
Thank you!
Well, for tjhat matter, we could empower your usual spells even further, my main idea here is that you need both focus and agility at typing at the same time, with time, one grows accostumed to it and before you know it, you'll be able to cast the most powerful spells at an impressive speed.
As a side note, I don't think the focus of the spell at hand can be dismissed by taking damage.
In regards of the option of locking aim, well, think of it like this, you point at a skeleton and press the right mouse button, then start typing. By the time you look back, you accidentally moved the mouse and ended up facing the floor.
They could perhaps stick for larger non combat spells. Perhaps spells found in the Overworld could be different from those in the Nether. Nether spells being darker and more damaging. I could see serious potential for this, such as a totem or object built to boost spell efficiency within a set area. Eh, good idea. Support.
THE TRUE LORD; FATHER NURGLE
I find your idea regarding magical items around locations able to improve magical performance very worthwhile, but I stick to having to still type in combat-based situations, because that's what magic is all about; Focus.
Thank you!
No! Really? I was under the impression Mojang would ask money for your idea!
Seriously, it was probably already suggested for Better Books, and you most likely aren't the first to have spellbook idea.
The point isn't about spellbooks, it's about the mechanic on which spells are casted.
Don't focus on items.
These spells are just examples, many other spells will be avaliable if the idea is released.
Slow motion and target following are ideas I will add to the thread.
Spells being achievement unlocked would make them too easy to get, it'd be better for players to find spells written by ancient wiozards of old.