i think that wand foci should have multiple modes of use, maybe different 'spells' for them, and that they can also interact with their elements with no vis use, so you can have wand foci of the elements (fire, earth, air, water... etc.) and that when you interact with a wand focis element n the wild, you can siphon the aspect for it
But for the most part everything you've described has been made. Look at the videos., a good amount of what you have said (at most half) has been incorporated.
I've been thinking, why not have thaumcraft specific demeans ions (astryal planes) that have different forms of magic in them and different creatures, and that in each one is a thaumonomicon(s) in ruins of eldritch civilizations and that each one cartiers a whole new gameplay and that when you unlock something in one plane it is in the original plane you came from, and when you spawn a world your in a random plane. This could also allow very extensive pvp maps if you lock discoveries to their planes but allow Demarion travel.
If you've seen the video with the vis aspect storage then you should know that vis is still going tone in thaumcraft.
What I would want in thaumcraft would be actual ley lines(beams of vis that you can take small amounts of vis from) that would intersect and make larger nodes spending on the number of lines, and that new ley llines could be created or existing ones could be manipulated, and that you could travel using thes lines.
What you've just described has been are magica 2,and I'm pretty sure azanor will want to stay with the overall Thailand craft feel, but maybe using a specific wand attachment on a similar node (firexfire) you'd get a buff for it. Like ignis encantis,using the connection of your fire attachment with a node of ignis based aura boosts your control with your control of it, and like a burst of flame any enemies who attack you will be burst back with a whirlwind cone of flame, depleting a small amount of aura you have charged.
That's what the rip to the temporal magic world would be, another clue of what happened to the eldritch while giving new game mechanics and keeping it fresh and new so when you go to the new world your basically tarting over with a new magic system and discoveries.
What about later in the game you can tear rifts in the fabric of reality with cost of huge amounts of flux and taint and the portals a one time thing, but it transfers you into a world full of magic creatures and beings, while also introducing a new skewed type of spell casting since the world itself is magic. You can kind of glimpse what a world saturated full of magic would look like( hopefully thaumcraft adding a few different types of creatures in the main world while having them all in the temporal magic world) when you go to this world you would unlock a whole new section in the thaumonomicon that has things to do with new experiments and a new magi-punk spell system.
Yes I know about are magica, and I'm not trying to make one like the other I'm just churning ideas out for different posiboe spell systems and aides systems.And who knows zeklo, maybe you could make it good enough or more people could really like the idea and azanor would try, I mean this is a forum so even if there's a spell system alreaey doesnt mean an idea couldn't be used.
Well then good sir, I challenge you! Put your own spin on this and see if you can keep the original concept and ideas and try to improve it and make it more mechanized! Good day sir! XD
Also how's this for my explanation for the Spell-scribing.
What you want to make first are a scribing pen and then ink pallets. Then using ink combined with aspects you have an aspect ink that when used by itself, with neutral, and/or other aspect inks. For symbols you learn them by experimenting making markings and discovering lost books of eldritch magic that teach you one or two, or a combination for a spell. So you don't see many repeat symbols so you can easily memorize them so you know them already, there's a set between neutral symbols(neutral ink) that make effects and don't change, and apse t symbols that create aspect specific effects. To make it different every game, the patterns for symbols of aspects are set between two main symbols so they can vary in between those two. After you have your inks and ready to scribe on parchment, you have to draw the symbols in a interface and visually you will look like your writing on the air and that the symbols imbedded itself into the parchment glowing. When you have it in your hand or placing it down, visually it looks like seals from thaumcraft 2 but on a paper, when placed down and not 'thrown' you get a different effect(and visually you'll see a paper unfolding on a block revealing a seal.) but also similar. Either when used as a 'true' seal or a spell, both generate some flux and require vis. Also compared to a spell casted by a wand they are not even a tenth of its power.
I hope this explains the idea better and allows you to create a better opinion on this subject now.
I agree! I think that there should be a small rpg elements to direct you on what to do and where to start and give you a backstory.
Also zeklo on the ruins, I have an idea on giving a start to thaumcraft where you don't have to gather many resources at the beginning. How about you spawn in a eldritch civ ruin that has books on thautermagic and creatures and things, plus some basic things you'd need to start.
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But for the most part everything you've described has been made. Look at the videos., a good amount of what you have said (at most half) has been incorporated.
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What I would want in thaumcraft would be actual ley lines(beams of vis that you can take small amounts of vis from) that would intersect and make larger nodes spending on the number of lines, and that new ley llines could be created or existing ones could be manipulated, and that you could travel using thes lines.
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What you want to make first are a scribing pen and then ink pallets. Then using ink combined with aspects you have an aspect ink that when used by itself, with neutral, and/or other aspect inks. For symbols you learn them by experimenting making markings and discovering lost books of eldritch magic that teach you one or two, or a combination for a spell. So you don't see many repeat symbols so you can easily memorize them so you know them already, there's a set between neutral symbols(neutral ink) that make effects and don't change, and apse t symbols that create aspect specific effects. To make it different every game, the patterns for symbols of aspects are set between two main symbols so they can vary in between those two. After you have your inks and ready to scribe on parchment, you have to draw the symbols in a interface and visually you will look like your writing on the air and that the symbols imbedded itself into the parchment glowing. When you have it in your hand or placing it down, visually it looks like seals from thaumcraft 2 but on a paper, when placed down and not 'thrown' you get a different effect(and visually you'll see a paper unfolding on a block revealing a seal.) but also similar. Either when used as a 'true' seal or a spell, both generate some flux and require vis. Also compared to a spell casted by a wand they are not even a tenth of its power.
I hope this explains the idea better and allows you to create a better opinion on this subject now.
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He combo breaker'd us!
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Also zeklo on the ruins, I have an idea on giving a start to thaumcraft where you don't have to gather many resources at the beginning. How about you spawn in a eldritch civ ruin that has books on thautermagic and creatures and things, plus some basic things you'd need to start.
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