Proposed Dwarf Fortress Magic System:
These are my thoughts on the magic system in Dwarf Fortress. I have no programming experience, so I have no way of knowing if these thoughts are even conceivable within the game. This is just a list of things that I think sounds fun.
For starters, I firmly believe that magic should have ON/OFF settings with regards to the level of magic in the world. Probably something between Off, Low, and High.
Regarding control of magic users, I am somewhat torn between total control over magic users (ie: military style control) and dwarf control (ie: Dungeon Master/Nobles). While both have their merits, with the amount of investment placed into these dwarves, I am siding on the side of total control for this writeup.
Most of the writing here is with the assumption that the setting is on High Magic World. My intent is to outline a system that will allow a devoted player to have plenty of magic at their disposal, while at the same time limiting the ability to gain magic (especially high end magics) to only very dedicated players.
Once again, this is what I think sounds fun within the constraints of the game system as I know it.
Basics
Magic is divided into two main categories of skills, Arcane and Divine
⁃ Each of these are assigned from the magic menu, similar to conscripting a dwarf for the military.
⁃ Magic skill is increased by Study (Arcane) or Leading Service (Divine). Skill allows a dwarf to learn magical abilities, which are the spells of the game.
⁃ Magical skills are severely limited by personality traits, of which higher traits allow for the ability to increase skills to a higher level.
⁃ Many dwarves will be completely restricted from magic because of lacking personality traits.
⁃ Magic abilities are learned through Research (Arcane) and Prayer (Divine).
⁃ Magical abilities are severely restricted by monetary barriers. Learning new abilities can be VERY expensive and time/labor intensive.
Magic is cast from the casting menu (similar to the military "s" menu). A dwarf is selected from the list, and his ability is targeted at an area, item, or creature.
Magic is cast based on a point value of each spell casting
⁃ Points are determined by total skill level of arcane or divine skill. No skill means no points (and no ability access). Higher skill levels have more points available.
⁃ Casting a magic ability costs points.
⁃ A magic casting subtracts a set amount of points from the overall pool of available points for the creature.
⁃ Arcane and Divine points are separately tracked.
⁃ If a creature has insufficient points available, they may not use that particular magic ability.
⁃ If a creature has no points available, they may not use any magical abilities until they recharge their points.
⁃ Points are recharged by Study (arcane) or Leading Service (divine).
Study (Arcane) - Recharging Arcane Magic Points
⁃ Requires substantial time investment and designated study area for the arcane dwarf.
⁃ Think of it similar to the bookkeeper skill.
⁃ Higher level in the Arcane skill leads to faster Arcane magic point regeneration.
⁃ Skill levels can only increase to the next level when the study area has a certain total value.
⁃ As Arcane skill level increases, so does the total required value of the study area.
⁃ At higher Arcane skill levels, the study area may be several times the value of royal rooms, while training to master and legendary levels may require rooms full of artifacts in order to meet the incredibly high value requirements.
⁃ Only one dwarf may be assigned to a study area, and overlapping study areas reduce value of both rooms just as in bedrooms.
Leading Service (Divine) - Recharging Divine Magic Points
⁃ Requires substantial time investment, designated service area, and a group of praying dwarves for the divinely skilled dwarf.
⁃ Think of it like a very long meeting (leading prayer in this case) in a designated meeting hall, where lots of dwarves are required to be attending the meeting (praying).
⁃ Praying will need to be enabled as a new labor, which requires a designated area and thrones/bench designation.
⁃ More praying dwarves lead to a faster point regeneration.
⁃ Eventually, at higher Divine skill levels, a minimum number of dwarves in prayer is needed to even regenerate points. Higher Divine skill may even require a certain number of Nobles or Legendary skill dwarves praying.
⁃ Only one dwarf may lead a prayer for a designated prayer area at any given time.
Magic abilities are able to be cast by having sufficient skill level in Arcane or Divine skill
⁃ Arcane Magic and Divine Magic skill levels;
⁃ Dabbling through Legendary
Study (Arcane) - Increasing Arcane Skill
⁃ Arcane skill is increased through Study in appropriately designated area.
⁃ Arcane magic points pool must be full.
⁃ If Arcane point pool is full and value of study area is sufficient, arcane skill will slowly increase.
⁃ If a dwarf does not have a full reserve of Arcane magic points, they will not level up their Arcane skill - they will recharge Arcane magic points until their "pool" is filled. Then their Arcane skill will slowly begin to increase.
Leading Service (Divine) - Increasing Divine Skill
⁃ Divine skill is increased through Leading Service in appropriately designated area.
⁃ Divine magic points pool must be full.
⁃ If Divine point pool is full and service contains sufficient number/level/class of dwarves, divine skill will slowly increase.
⁃ If a dwarf does not have a full reserve of Divine magic points, they will not level up their Divine skill - they will recharge Divine magic points until their "pool" is filled. Then their Divine skill will slowly begin to increase.
Dwarves with higher skill levels have more points available
⁃ Higher level magics cost more points to cast. Therefore only higher skill levels may cast higher level magics.
⁃ Magical abilities are tiered in point costs
⁃ Lower level abilities cost less Arcane or Divine points. Higher level abilities cost more Arcane or Divine points.
When a dwarf reaches a new Arcane or Divine skill level, they gain the ability to unlock new abilities for that skill
⁃ These gained magical powers are greyed out and unusable until the dwarf invests sufficient time and resources into Research (Arcane) or Personal Prayer (Divine) to "unlock" the ability.
⁃ A dwarf may unlock abilities for the new skill level, as well as continue to unlock abilities for previous skill level.
Magic abilities (spells) are learned through Research (Arcane) or Personal Prayer (Divine)
Research (Arcane) - Unlocking new Arcane Abilities (Spells)
⁃ New Arcane magics are unlocked with a research dwarf of appropriate Arcane skill level, time, valuable resources, and the appropriately designated research area.
⁃ Think of it like a very long artifact construction in a designated noble bedroom, which requires very specific ingredients.
⁃ The new ability (Spell) to be learned by the dwarf may be designated by the player.
⁃ Each Arcane skill level's magical abilities have unique and specific ingredient requirements to unlock.
⁃ These ingredients are consumed in the process of learning the new ability.
⁃ As Arcane skill level increases, abilities take much longer to research and ingredients are much more rare and valuable.
⁃ For instance a low skill fire spell may require ash, a silver mug, blood, and a month in study, while a very high level fire spell may require 100 ash, 5 platinum mugs incrusted with rubies, part of a demon, and a year of study.
⁃ Arcane magical abilities are unlocked one at a time
⁃ Only one may be researched at a given time
⁃ If another ability is chosen, progress on the previous ability is stalled until reselected (or possibly progress is erased?)
⁃ Higher skill level's abilities take much longer amounts of time to unlock.
Personal Prayer (Divine) - Unlocking new Divine Abilities (Spells)
⁃ New Divine Magics are unlocked with a dwarf committing to Personal Prayer, time, and the appropriately designated prayer area.
⁃ Think of it like a very long period for a bookkeeper dwarf in a designated noble bedroom.
⁃ Each skill level's magical abilities are unlocked through a set amount of prayer time corresponding to the skill level.
⁃ Divine magical abilities are unlocked one at a time.
⁃ The new ability (Spell) to be learned by the dwarf may be designated by the player.
⁃ Only one may be researched at a given time
⁃ If another ability is chosen, progress on the previous ability is stalled until reselected (or possibly progress is erased?)
⁃ Each skill level's magical abilities are able to be unlocked only when the designated Personal Prayer area has a certain total value.
⁃ As skill level increases, so does the total required value of the Personal Prayer area.
⁃ At higher levels, the prayer area may be several times the value of royal rooms, while endgame abilities may require rooms full of artifacts in order to meet the incredibly high value requirements.
⁃ For instance, a simple suture spell may require a room value of 1000, while a raise dead spell may require a room value of tens of millions.
Magical abilities, once learned, becomes a permanent ability of the creature, able to be cast at will dependent on the point reserve of the casting skill.
Magic is very hard to obtain
⁃ Prospective casters will need prerequisite personality trait levels.
⁃ Casters will need prerequisite skill levels for the magical abilities, which require very valuable furnishings for arcane, and many praying dwarves for divine.
⁃ Casters require available magic points to cast the magic ability. Without recharging the points or having enough in the first place, abilities cannot be used.
⁃ Magical abilities must be researched/prayed for to "unlock" the magic. Arcane abilities require time and expensive/rare ingredients, while divine abilities require very valuable furnishings.
Brief Thoughts:
Arcane Abilities
⁃ Is acquired through study at an arcane workshop
⁃ Arcane workshop is space, designated from a throne. Requires throne, tables, cabinets, and chests
⁃ Is stocked similar to a hospital with paper, gems, animal parts, etc
⁃ Dabbling through legendary
⁃ Dependent on personality traits, with certain skill levels unobtainable without certain combinations or minimum prerequisites of very high personality traits
⁃ As skill level increases, creature obtains additional mana/points. Higher skill levels have higher points.
⁃ Points replenished through study
Divine Skills
⁃ Is acquired though prayer in a church
⁃ Church is a space, designated from an table, with several chairs nearby.
⁃ Dabbling through legendary
⁃ Dependent on personality traits, with certain skill levels unobtainable without certain combinations or minimum prerequisites of very high personality traits
⁃ Points replenished through leading prayer
Crafting
Alchemy Benches
⁃ Potions
⁃ Substances
⁃ Acid
⁃ Exploding Powder
Enchanting Tables
⁃ Weapons
⁃ Armor
⁃ Traps
⁃ Furniture
⁃ Rooms w/ ambient qualities
⁃ Summoning Room/Circles
Constructs
⁃ Golems
⁃ Alarm Systems
⁃ Traps
⁃ Clockwork peasants
Very Rough Skill Tier Abilities (Arcane)
1. Dabbling
⁃ Arrow - Launch magical arrows at target (chance to hit dependent on Arcane skill, hit % coincides with Marksman equivalent). Arrows are equivalent of 1 standard quality wooden arrow.
⁃ Summon Dog - Summon a tame dog for 1 day
2. Novice
⁃ Armor, Lesser - Give caster equivalent of full leather armor for 1 day
⁃ Web
3. Adequate
⁃ Arrow Greater - Launch magical arrows at target (chance to hit dependent on Arcane skill, hit % coincides with Marksman equivalent). Arrows are equivalent of 1 finely crafted iron arrow.
⁃ Breathe Water
⁃ Summon Lion - Summon a tame tiger for 1 day
4. Competent
⁃ Armor - Give caster equivalent of Iron armor for 1 day
⁃ Invisibility - Gives target invisibility for 6 hours or until it attacks
5. Skilled
⁃ Fireball - Launch an ember that explodes into a 5x5 blast. Ignites creatures and plants.
⁃ Lighting stroke - Launch a bolt of lightning in a 25 foot lone line from dwarf to target point.
⁃ Summon tame Giant Tiger for 1 day
6. Proficient
⁃ Armor, Greater - Give caster equivalent of Steel Armor for 1 day
7. Talented
⁃ Wall of Fire - Create a wall of fire that burns a 2x10 foot square for 1 day.
8. Adept
⁃ Fly for 6 hours. After duration, you are safely deposited directly on the nearest tile directly below you.
⁃ Armor, Master - Give caster equivalent of Masterwork Steel Armor for 1 day
⁃ Summon Peasant - Summon a peasant for one day.
9. Expert
⁃ Wall of Stone - Create a 7 tile long wall of granite. Permanent.
⁃ Summon pet imp. Permanent. Only one per caster.
10. Professional
11. Accomplished
⁃ Summon tame Lesser Demon for 1 day
12. Great
⁃ Summon tame Hydra for 1 day
13. Master
⁃ Summon tame Demon for 1 day
14. High Master
⁃ Armor Epic - Give caster equivalent of adamantium armor for 1 day
15. Grand Master
⁃ Summon tame Greater Demon for 1 day
16. Legendary
⁃ Armor Epic, Greater - Give caster equivalent of masterwork adamantium armor for 1 day
⁃ Summon tame dragon for 1 day
Very Rough Skill Tier Abilities (Divine)
1. Dabbling
⁃ Calm - Remove all unhappy thoughts from a Dwarf
⁃ Summon Dog - Duration 1 day
⁃ Suture - Suture one would
⁃ Mend - Restore one clothing object to perfect condition
2. Novice
⁃ Enrage - Remove all happy thoughts from a dwarf
3. Adequate
⁃ Boost strength
4. Competent
5. Skilled
6. Proficient
⁃ Curse - Curse one creature. Stats reduced.
7. Talented
⁃ Douse - remove the burning tag from an object or creature
8. Adept
⁃ Create skeleton - Turns one corpse into a tame skeletal creature of the same type
9. Expert
⁃ Summon pet (minor angel). Permanent. Only one can be active per caster.
10. Professional
11. Accomplished
12. Great
13. Master
14. High Master
⁃ Raise dead - Brings dwarf corpse back from the dead (must have corpse)
15. Grand Master
16. Legendary
⁃ Ressurection - Brings dead dwarf back from dead. No remains necessary.
Some things I envision with this system:
1. Equipping every soldier with a healing potion and a magical sword.
2. A player having hundreds of dwarves praying in a giant cathedral to power the ability of a single dwarf to raise a dead dwarf king who was slain in battle.
3. A mighty mage dwarf who can single handedly repel Sieges with devastating volleys of fire, ice, and lightning.
4. A powerful dwarf who uses mind control to bend an army of goblin slaves to his will and defend the fortress.
5. Having colossal constructs of stone ever-vigilant at the gates to the dwarves fortress.
6. Battling the hordes of hell with summoned angelic beings, or summoning the very demons themselves and bribing them with gems and bars to combat their brethren.