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To make it less of a PVP problem, I would suggest none of the offensive or armor spells be effective against players. They will be most effective to mobs in this dimension, and they could be similarly less effective in the other dimensions if you wish. However, if you can balance the magic system properly, it might be an interesting addition to PVP.
Method:
This is crafting magic to a large extent, where you make spells using a recipe and then attach them to items to use them. There is no durability on these crafted items in the traditional sense, but they do have a bar that goes down as they are used. However, they recharge naturally over time. This recharge is very quick in Mythos and slower in the other dimensions. If a spell is applied to a more traditional form of item (e.g. a sword), the magic acts the same, but the item still takes normal durability damage over time. The rings also have this magical discharge and recharge, and so can run out if you are in a situation that triggers their magical effects too often. For example, the fire ring loses charge when you are taking fire damage and the light ring loses charge when you are in darkness.
The first step is making a special crafting table that has its own recipe book. The recipe could be a crafting table surrounded by planks from the wood from this dimension. The magic progression works with unlocking knowledge by using the spells you already know. The basic idea of this progression is there are basic spell types that you make which give different results depending on what kind of item they are applied to. You unlock more advanced recipes by using the magical items some amount of times. These recipes don’t work until they are unlocked, so you can’t just jump progression by looking up the recipe. Each kind of spell has multiple tiers that cost rarer items to create and are more effective. You unlock a higher tier spell recipe by using any item that has the lower tier spell. So, you can unlock all the uses of the next tier fire spell by using your fire staff. In terms of unlocking new tiers, the most efficient way to do so would probably be to make lower tier staffs and rings so that you don’t have to start back at wood weapons and tools and leather armor.
Another thing you unlock is more equipment slots because some of these magical items are going to be passive buff rings that should be equipped to the body. You should be able to equip maybe two rings.
Spells vs Enchantments:
Spells and enchantments are compatible, but only on items where it’s appropriate. So, you can enchant a spelled sword, but a spelled ring won’t have any appropriate enchantments.
Unlike enchantments, it’s one spell per item.
Tiers:
- Wood – Wooden items are the lowest tier of magic item. All items needed to craft the spells from this tier should be able to be gathered from the surface or the highest levels of the caves. The spells cast using this tier are weak, but still useful. Leather armor is this tier.
- Copper – Copper tier is roughly equivalent to stone tools, although slightly better. Copper armor is in between leather and iron armor.
- Iron – Better than copper, but not as good as diamond. The ingredients are decently hard to find, but not extremely dangerous.
- Diamond – The best spells are available for diamond items once you unlock them. The ingredients should be rare or drop from strong enemies.
Items:
- Sword – Has a base physical damage augmented in some way with magic
- Staff – A distance weapon or active magic tool. Generally, staffs have a cooldown before they can be used again, with the length depending on the tier and the type of magic applied to them. They also tend to have a relatively low magical reserve and need to occasionally recharge. Staffs are crafted with amber and tipped with the tier specific item.
- Ring – Has a passive magical effect. They are crafted with three amber in a V and the tier specific item finishes the rough circle.
- Armor – Armor spells have a defensive effect or an offensive effect that is triggered when you are hit.
- Tool – Tool enchants do something related to mining. As much as possible, I tried to make the tool enchants apply to pickaxe, shovel, and axe
- Bow/Trident – I did not think about the bow or trident when coming up with these spells, but I did not intentionally leave them out. If people can come up with appropriate spell effects for these items, they can definitely be included.
Spells: (mostly suggestions/ideas, but there are some like light staff and electric tool that I really like)
Fire (Probably the worst one because fire based enchantments already exist)
- Sword – Does fire damage over time, like fire aspect (this one is bad because it is the same an existing enchantment. Help?)
- Staff – Deals a base damage and then fire damage over time to a distant foe. Fire staffs are the best offensive staff.
- Ring – Slight protection from fire damage
- Armor – Enemies that contact the armor receive fire type damage
- Tool – Has a chance of smelting any smeltable thing when used to mine it. This spell overrides fortune or silk touch. Highest tier has a 100% chance. OR has a chance to destroy any cobblestone mined, highest tier has 100% chance.
Ice
- Sword – Does no extra damage but has a chance to freeze the target and prevent it from moving for some period of time.
- Staff – Deals a base damage and has a chance to stop a foe from moving for a period of time
- Ring – Increases your speed slightly
- Armor – Enemies that contact the armor have a chance to be frozen for a time and unable to move
- Tool – Will pick up items such as ice or glass that normally break and drop nothing. Could be advantageously combined with fortune.
Electric (I don’t think electric spells should have the normal transformative effect of lightning)
- Sword – Does a small amount of electric damage over time and has a chance to paralyze the enemy for a short period of time.
- Staff – Deals a base damage and paralyzes the enemy for a short time. Electric sparks can jump to nearby enemies and do a small additional damage.
- Ring – Increases your pickup range and pulls items and experience towards you with more force
- Armor – Enemies that contact the armor are knocked back.
- Tool – Causes a chain reaction that breaks multiple blocks of the same kind. How many depends on what level spell, with the lowest level breaking few and the highest level breaking many.
Water
- Sword – Heals you a small percentage of damage dealt, maybe 10% at most
- Staff – Heals the player, how much depends on the tier. Maybe can be used to heal an ally. Water staffs have a high cooldown.
- Ring – Has an effect similar to respiration and can be used in combination with it to extend the amount of time you can spend underwater. Highest tier allows you to spend quite a bit of time underwater. Highest tier combined with respiration 3 should probably equal full water breathing.
- Armor – Increases swimming speed
- Tool – Reduces any mining speed reductions caused by being underwater or swimming. Highest tier removes all such speed reductions.
Light
- Sword – Has a chance to give the enemy a blindness effect that will cause them to lose track of you. Higher tier has a higher chance.
- Staff – Places a level 15 light on the block pointed at. Increased tier increases the distance the lights can be placed at. Light is insubstantial and is destroyed if another block is placed in the same space but is otherwise permanent. It works underwater. Light staffs have a high regeneration and low cooldown.
- Ring – Night vision-like effect, but not so drastic. Lowest tier improves your vision slightly (perhaps everything at minimum looks like it is at light level 3), while the highest tier is about halfway to full night vision (everything looks at minimum to be at light level 7 or 8).
- Armor – Reflects a small percentage of damage received
- Tool – Places lights as you mine with it. Will not place a light in an area that is at or above light level 10 already.
Earth
- Sword – Increased strength, but decreased attack speed
- Staff – Deals a base damage and makes the foe slower for a period of time.
- Ring – Gives a resistance-like effect
- Armor - A protection-like effect that reduces all damage.
- Tool – Breaks a 3x3x1 instead of a single block.
More????
Glamours:
Glamours are cosmetic spells that can be put on any appropriate item. Different tiers have different glamours available. The purpose of glamours is to allow you to tell the difference between your items by the appearance of the item. They are relatively easy to craft, although some “awesome” ones might require more difficult materials.
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