Within this Thread, I will disclose what I think Magic should be molded into; feel free to comment!
Magic is broken into three categories; Enchantment, Casting, and Alchemy.
My view of Magic
Magic is... Power. No mere warrior may hope to rival the power of even an intermediate magic practioner. Magic relies on the spiritual alignment and power of an individual. Should a magician be cruel and wicked in his endeavors, then his magic will mold to fit this. This brings magic into three distinct categories; White, Black, and Grey. At its core magic requires knowledge, as such the ability to use certain things will require Lore Books. Lore Books will tell the individual the information needed to cast\craft certain things.
Lore Books in Detail
Lore Books are found in all dimensions, including The Ender. They correspond to the Realm. It goes like this.
Black Lore- Nether
White Lore- Skyworld
Grey Lore- The Ender
Mixed Lore- Overworld
Each Book teaches a single spell or enchantment when read. Alchemical recipes are not told. Finding a Lore Book is no easy rask, as they spawn in each Realm's equivalent to a Dungeon. Once read the Book is destroyed. Yet before a book may even be read, a Scribing Station must be made. (More on that later)
Lores in Detail
Lores serve to differentiate the various types of magic. Black Lore tends to deal with damaging and negative effects, White Lore deals with positive or healing effects, and Grey Lore deals with odd effects.
Black Lore Effects- Fire Damage, Lightning Damage, Leeching, Binding, Block Destruction, Blinding, Distortion
White Lore Effects- Fire Resistance, Resilience, Durability Enhancement, Regeneration, Self Repairing, Poison Resistance, Light Creation, Water Mastery
Black Lore
Fire Damage- Imbues a Sword with Fire. Creates a Sword of Flame. (Enchant)
Lightning Damage- Imbues a Sword with Lightning. Creates a Sword of Shock. (Enchant)
Leeching- Imbues a Sword with the ability to leech Health from an opponent. Creates a Vampiric Sword. (Enchant)
Block Destruction- Destroys blocks three at a time. Yields no drops. Applicable to gathering Tools, creates an [Item] of Destruction.
Blinding- Blinds the opposer. (Cast)
Distortion- Distorts the opposers controls.(Cast)
White Lore
Fire Resistance- Imbues armor with resistance to fire. Creates [Item] of Flamewarding. (Enchant\Cast)
Resilience- Imbues armor with the ability to grant its wearer more protection. Creates [Item] of Hardening. (Enchant)
Durability Enhancement- Grants the Item increased durability. Creates Reinforced [Item]. (Enchant)
Regeneration- Allows the enchanted armor to heal the wearer. Creates [Item] of Heartweave. (Enchant\Cast)
Self Repairing- The Item heals itself while not in use. Creates [Item] of Reconstitution (Enchant)
Poison Resistance- The armor protects against Poison. Creates [Item] of Venomfade. (Enchant\Cast)
Light Creation- Creates a luminescent aura around the player. (Cast)
Water Mastery- Enables the caster to breathe underwater. (Cast)
Grey Lore
Jumping- Boosts your jumping abilities. Creates an [Item] of Bounding. (Cast\Enchant)
Transmutation- Can randomly transform Ores into different ones. (Cast)
Teleportation- Allows the player to teleport to the location indicated by the crosshairs. (Cast)
Realm Transportation- Transports the player to a random Dimension without producing a portal. (Cast)
Animal Domination- Instantly makes an animal tame. (Cast)
Binding- Imbues the Item with the caster's soul. If the player dies while the item is in their inventory, it will be given to them apon respawning. Yet it will bear half durabilit creates a Bound [Item]. (Enchant)
Casting
Casting is done by saying the name of the spell (NOT EFFECT) while a wand is equipped. The wand will degrade with each use. Simply right clicking activates the spell.
Tiers
Spells and Enchantments come in varying Tiers. The higher the Tier, the harder the spell or enchantment is to use. Higher Tier spells require better wands, while higher Tier enchanments require more levels.
Enchantment
Enchantment works similar to how it is now, however in order to understand what effect you are applying, you need the appropriate Lore Book. Enchantments give items an aura corresponding to the Lore.
Blue- White
Red- Black
White- Grey
Alchemy
Alchemy comes with no recipes. Rather they must be learnt through trial and error, for the sake of simplicity I'm not going to sit here and describe all the possible applications and effects of Potions.
This is just a simple outline of how I think magic should be done. Its not complete; yet it gives a general understanding and thesis. Expand and crticize.
I disagree with haveing to find specific books to learn spells. I'd prefer it if you had to make the tools [including books] yourself. I also think that magic should have a cost. Potions and enchanting do. Why not have a couple of reagents.
I'm assuming fire swords would have a chance to ignite enemies, and the lightning once would have the effect of lightning strikes? Wouldn't the lightning one be a bad idea to use on creepers?
Rollback Post to RevisionRollBack
You have just started
To read the haiku that you
Just finished reading
Binding is simply a way of pissing off your killer.
That isn't very useful. I'd think a bound weapon or piece of armor would be kept if you died but be reduced to half it's current durability or something. That'd probably be a gray ability though.
Rollback Post to RevisionRollBack
You have just started
To read the haiku that you
Just finished reading
Magic is broken into three categories; Enchantment, Casting, and Alchemy.
My view of Magic
Magic is... Power. No mere warrior may hope to rival the power of even an intermediate magic practioner. Magic relies on the spiritual alignment and power of an individual. Should a magician be cruel and wicked in his endeavors, then his magic will mold to fit this. This brings magic into three distinct categories; White, Black, and Grey. At its core magic requires knowledge, as such the ability to use certain things will require Lore Books. Lore Books will tell the individual the information needed to cast\craft certain things.
Lore Books in Detail
Lore Books are found in all dimensions, including The Ender. They correspond to the Realm. It goes like this.
Black Lore- Nether
White Lore- Skyworld
Grey Lore- The Ender
Mixed Lore- Overworld
Each Book teaches a single spell or enchantment when read. Alchemical recipes are not told. Finding a Lore Book is no easy rask, as they spawn in each Realm's equivalent to a Dungeon. Once read the Book is destroyed. Yet before a book may even be read, a Scribing Station must be made. (More on that later)
Lores in Detail
Lores serve to differentiate the various types of magic. Black Lore tends to deal with damaging and negative effects, White Lore deals with positive or healing effects, and Grey Lore deals with odd effects.
Black Lore Effects- Fire Damage, Lightning Damage, Leeching, Binding, Block Destruction, Blinding, Distortion
Grey Lore Effects- Jumping, Transmutation, Teleportation, Realm Transportation, Animal Domination
White Lore Effects- Fire Resistance, Resilience, Durability Enhancement, Regeneration, Self Repairing, Poison Resistance, Light Creation, Water Mastery
Black Lore
Fire Damage- Imbues a Sword with Fire. Creates a Sword of Flame. (Enchant)
Lightning Damage- Imbues a Sword with Lightning. Creates a Sword of Shock. (Enchant)
Leeching- Imbues a Sword with the ability to leech Health from an opponent. Creates a Vampiric Sword. (Enchant)
Block Destruction- Destroys blocks three at a time. Yields no drops. Applicable to gathering Tools, creates an [Item] of Destruction.
Blinding- Blinds the opposer. (Cast)
Distortion- Distorts the opposers controls.(Cast)
White Lore
Fire Resistance- Imbues armor with resistance to fire. Creates [Item] of Flamewarding. (Enchant\Cast)
Resilience- Imbues armor with the ability to grant its wearer more protection. Creates [Item] of Hardening. (Enchant)
Durability Enhancement- Grants the Item increased durability. Creates Reinforced [Item]. (Enchant)
Regeneration- Allows the enchanted armor to heal the wearer. Creates [Item] of Heartweave. (Enchant\Cast)
Self Repairing- The Item heals itself while not in use. Creates [Item] of Reconstitution (Enchant)
Poison Resistance- The armor protects against Poison. Creates [Item] of Venomfade. (Enchant\Cast)
Light Creation- Creates a luminescent aura around the player. (Cast)
Water Mastery- Enables the caster to breathe underwater. (Cast)
Grey Lore
Jumping- Boosts your jumping abilities. Creates an [Item] of Bounding. (Cast\Enchant)
Transmutation- Can randomly transform Ores into different ones. (Cast)
Teleportation- Allows the player to teleport to the location indicated by the crosshairs. (Cast)
Realm Transportation- Transports the player to a random Dimension without producing a portal. (Cast)
Animal Domination- Instantly makes an animal tame. (Cast)
Binding- Imbues the Item with the caster's soul. If the player dies while the item is in their inventory, it will be given to them apon respawning. Yet it will bear half durabilit creates a Bound [Item]. (Enchant)
Casting
Casting is done by saying the name of the spell (NOT EFFECT) while a wand is equipped. The wand will degrade with each use. Simply right clicking activates the spell.
Tiers
Spells and Enchantments come in varying Tiers. The higher the Tier, the harder the spell or enchantment is to use. Higher Tier spells require better wands, while higher Tier enchanments require more levels.
Enchantment
Enchantment works similar to how it is now, however in order to understand what effect you are applying, you need the appropriate Lore Book. Enchantments give items an aura corresponding to the Lore.
Blue- White
Red- Black
White- Grey
Alchemy
Alchemy comes with no recipes. Rather they must be learnt through trial and error, for the sake of simplicity I'm not going to sit here and describe all the possible applications and effects of Potions.
This is just a simple outline of how I think magic should be done. Its not complete; yet it gives a general understanding and thesis. Expand and crticize.
Oh, and support this or die.
My ideas for The Ender
THE TRUE LORD; FATHER NURGLE
To read the haiku that you
Just finished reading
To read the haiku that you
Just finished reading
Binding is simply a way of pissing off your killer.
THE TRUE LORD; FATHER NURGLE
THE TRUE LORD; FATHER NURGLE
That isn't very useful. I'd think a bound weapon or piece of armor would be kept if you died but be reduced to half it's current durability or something. That'd probably be a gray ability though.
To read the haiku that you
Just finished reading
It'd move into the Grey category.
THE TRUE LORD; FATHER NURGLE