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Author Topic: Ideas For a Magic System  (Read 10261 times)

Aquillion

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Re: Ideas For a Magic System
« Reply #30 on: March 22, 2014, 03:56:53 am »

I think one problem with a lot of posts in this thread (and on this topic in general) is that they're too dwarf-mode specific.  Obviously magic will impact dwarf mode, but ultimately, outside of artifact-type stuff, dwarves are rarely portrayed as major users of magic in fantasy.

Magic discussions would probably be more productive if they focused on adventure mode, worldgen, and on support for (eg.) hypothetical "Wizard Tower" modes in the future; designing magic around Dwarf Mode (where it will play a relatively small role compared to the role it'll play for some adventurers or in a Wizard Tower mode devoted to it) seems like a mistake.

To that end, I'll mention one thing I'd like to see (although I suppose it's a bit silly to leave it in a random magic thread, but at least this means I wrote it down somewhere):  Support for major world-changing acts of magic in the backstory.  Of course perhaps this could be affected by worldgen parameters, but most fantasy worlds have things like blasted wastelands caused by magical duels, or continents that were sunk beneath the sea, or royal bloodlines that bear a curse from long in the past.  Some of this is present in vampirism, night creatures, etc, but it would be neat to see it worked into a larger magic system so you can both have some sense of dynamic magic in the backstory, and then (with the right characters in the right modes) use it yourself in gameplay.
« Last Edit: March 22, 2014, 04:00:21 am by Aquillion »
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PersonGuy

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Re: Ideas For a Magic System
« Reply #31 on: March 26, 2014, 04:21:00 pm »

I think one problem with a lot of posts in this thread (and on this topic in general) is that they're too dwarf-mode specific.  Obviously magic will impact dwarf mode, but ultimately, outside of artifact-type stuff, dwarves are rarely portrayed as major users of magic in fantasy.

Magic discussions would probably be more productive if they focused on adventure mode, worldgen, and on support for (eg.) hypothetical "Wizard Tower" modes in the future; designing magic around Dwarf Mode (where it will play a relatively small role compared to the role it'll play for some adventurers or in a Wizard Tower mode devoted to it) seems like a mistake.

To that end, I'll mention one thing I'd like to see (although I suppose it's a bit silly to leave it in a random magic thread, but at least this means I wrote it down somewhere):  Support for major world-changing acts of magic in the backstory.  Of course perhaps this could be affected by worldgen parameters, but most fantasy worlds have things like blasted wastelands caused by magical duels, or continents that were sunk beneath the sea, or royal bloodlines that bear a curse from long in the past.  Some of this is present in vampirism, night creatures, etc, but it would be neat to see it worked into a larger magic system so you can both have some sense of dynamic magic in the backstory, and then (with the right characters in the right modes) use it yourself in gameplay.

That is a valid concern and its something a a failure to communicate on my part but when i imagined the various systems i was imagining they would play a part in every gamemode.
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phantom713

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Re: Ideas For a Magic System
« Reply #32 on: April 03, 2014, 04:26:17 pm »

I think it would be interesting to have a system where Dwarfs would be able to bless items with the grace of their chosen deity. It should work like strange moods so it would be rare but instead of gathering raw materials they should take a completed item and take it to a workshop where that type of item would be made (or alternatively one could be able to craft and build altars for worship which would be used in blessings) and the result would be an artifact with a random effect. It would be interesting if the description only said the item was blessed, and which god it was blessed by, but to find out the effect you would have to experiment. Additionally, so-called "blessings" should not all be positive, there should be some blessed items that have detrimental effects. Things like a weapon that sets fire to its user or a bed that causes the person sleeping in it to heal faster.
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Matoro

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Re: Ideas For a Magic System
« Reply #33 on: April 04, 2014, 01:11:10 am »

In my opinion, if we're going to have some kind of magic system, it had to be a bit like Tolkien's. As Aquillion said, magic works well as a backstory - behind the scenes, as a subtle power, instead of something everyday like in Harry Potter. Artifacts are already the kind of "magic" I'm talking about, so are curses. They could be expanded, though. Cursed artifacts? Some kind of reverse-werecurse, a blessing from the deity?

Demons are magic users. They are just magical power that is binded in physical form, I believe. After all, if they're locked behind candy, who locked them there? There was a battle of gods. Adamantine, the most magical metal, was created to contain demonic powers. If demons had a powers to bend the wills of the others, craft cursed artifacts during worldgen and teach these skills to others, adamantine could have awesome powers against "magical" things. Of course there would probably be other kinds of "good" magic, too, since adamantine is pretty rare - but I guess it all is about artifacts. Phantom713 threw some exceptional examples of magical artifacts.

Hey, an idea from The Silmarillion: The Songs of Power. You'll find many north european epics where the heroes fight by singing a songs of magic - not exactly spells, but a songs, which contain power. The wills of the fighters fight in their songs.

Quote
  He (Sauron) chanted a song of wizardry,
  Of piercing, opening, of treachery,
  Revealing, uncovering, betraying.
  Then sudden Felagund (Galadriel's brother) there swaying
  sang in answer a song of staying,
  Resisting, battling against power,
  Of secrets kept, strength like a tower,
  And trust unbroken, freedom, escape;
  Of changing and of shifting shape,
  Of snares eluded, broken traps,
  The prison opening, the chain that snaps,
    Backwards and forwards swayed their song.
  Reeling and foundering, as ever more strong
  The chanting swelled, Felagund fought,
  And all the magic and might he brought,
  Of Elvenesse into his words.
 

Now THAT'S how magical battle in DF should go. Not pre-learned spells but simple "power of soul" or willpower sung into magical form. There are many examples of different songs of power - making enemies sleep with singing, breaking buildings with voice etc. Of course it would need training, magical attributes or artifacts to be able to use such things.

Let's get back to artifacts. Artifacts maybe should be rarer but even more powerful than they're now - what if, for example, the creator of the artifact really poured part of his soul (or cruelty and malice!) into the artifact, thus explaining why the item has such powers and why they can't be mass-produced. If a cheesemaker crafts an artifact sock, that sock might give legendary cheesemaking abilities to anybody who's wearing it. Then during history, an awesome hero wearing that sock might encounter a powerful demon, who would curse the sock - anybody wearing it would crave for cheese eternally without rest.

After artifacts really matter in history this becomes much more relevant, but we already have goals, like becoming immortal. So somebody might have a goal of finding particular artifact. Some artifacts might be heirlooms of the kingdoms. There could be wars for artifacts.

Again, because I can't help my inner Tolkien nerd, I'll have to throw an examples from his books:

Did you know that Narsil, Elendil's sword, which was later reforged as Andúril, Aragorn's sword, was actually a dwarven artifact? Master-smith Telchar of Belegost forged it. It was a damn long sword with unimaginable sharpness. It shined the light of the moon and the Sun, striking an unnatural fear into the hearts of its enemies. There are many more Tolkien artifacts, but they're mostly First Age so not many are familar with them. Oh, where was I? Oh, Dwarf Fortress Magic.

How about Gandalf-like magic, then? Well, technically Gandalf was a spirit bound in physical form, just like Sauron, or balrogs. He was sent to Middle Earth by "deities" to help in battle against Sauron - so, I don't see why DF deities couldn't also help individuals directly, if the situation was too dire - for example, a demon-led civilziation has nearly enslaved all of the world, so a mystic figure appears and starts to gather resistance around himself, finally leading to overthrowing of the dark lord. Or maybe the dark lord just crushes him. With a loinchloth. While riding a badger.

My point is that magic shouldn't be "learned" from nothing - not schools teaching spells of fireballs or books telling how to teleport, no. Magic is either learned through other magic-users spreading their magical powers (thus one slab can't give powers to 1,000 people - since the slab spreads the magic, divides the magic, its magic would eventually be drunk to zero, with magical potential poured into the minds of people) or through artifacts, which contain a parts of their creator's soul and will. Power of magic is same as power of will and other mental traits that are linked to certain magic - for example, if one tries to enslave others under his will, he'll need willpower and probably dominating personality. Magic should be rare and powerful, not everyday thing.
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PersonGuy

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Re: Ideas For a Magic System
« Reply #34 on: April 04, 2014, 03:33:03 pm »

In my opinion, if we're going to have some kind of magic system, it had to be a bit like Tolkien's. As Aquillion said, magic works well as a backstory - behind the scenes, as a subtle power, instead of something everyday like in Harry Potter. Artifacts are already the kind of "magic" I'm talking about, so are curses. They could be expanded, though. Cursed artifacts? Some kind of reverse-werecurse, a blessing from the deity?

Demons are magic users. They are just magical power that is binded in physical form, I believe. After all, if they're locked behind candy, who locked them there? There was a battle of gods. Adamantine, the most magical metal, was created to contain demonic powers. If demons had a powers to bend the wills of the others, craft cursed artifacts during worldgen and teach these skills to others, adamantine could have awesome powers against "magical" things. Of course there would probably be other kinds of "good" magic, too, since adamantine is pretty rare - but I guess it all is about artifacts. Phantom713 threw some exceptional examples of magical artifacts.

Hey, an idea from The Silmarillion: The Songs of Power. You'll find many north european epics where the heroes fight by singing a songs of magic - not exactly spells, but a songs, which contain power. The wills of the fighters fight in their songs.

Quote
  He (Sauron) chanted a song of wizardry,
  Of piercing, opening, of treachery,
  Revealing, uncovering, betraying.
  Then sudden Felagund (Galadriel's brother) there swaying
  sang in answer a song of staying,
  Resisting, battling against power,
  Of secrets kept, strength like a tower,
  And trust unbroken, freedom, escape;
  Of changing and of shifting shape,
  Of snares eluded, broken traps,
  The prison opening, the chain that snaps,
    Backwards and forwards swayed their song.
  Reeling and foundering, as ever more strong
  The chanting swelled, Felagund fought,
  And all the magic and might he brought,
  Of Elvenesse into his words.
 

Now THAT'S how magical battle in DF should go. Not pre-learned spells but simple "power of soul" or willpower sung into magical form. There are many examples of different songs of power - making enemies sleep with singing, breaking buildings with voice etc. Of course it would need training, magical attributes or artifacts to be able to use such things.

Let's get back to artifacts. Artifacts maybe should be rarer but even more powerful than they're now - what if, for example, the creator of the artifact really poured part of his soul (or cruelty and malice!) into the artifact, thus explaining why the item has such powers and why they can't be mass-produced. If a cheesemaker crafts an artifact sock, that sock might give legendary cheesemaking abilities to anybody who's wearing it. Then during history, an awesome hero wearing that sock might encounter a powerful demon, who would curse the sock - anybody wearing it would crave for cheese eternally without rest.

After artifacts really matter in history this becomes much more relevant, but we already have goals, like becoming immortal. So somebody might have a goal of finding particular artifact. Some artifacts might be heirlooms of the kingdoms. There could be wars for artifacts.

Again, because I can't help my inner Tolkien nerd, I'll have to throw an examples from his books:

Did you know that Narsil, Elendil's sword, which was later reforged as Andúril, Aragorn's sword, was actually a dwarven artifact? Master-smith Telchar of Belegost forged it. It was a damn long sword with unimaginable sharpness. It shined the light of the moon and the Sun, striking an unnatural fear into the hearts of its enemies. There are many more Tolkien artifacts, but they're mostly First Age so not many are familar with them. Oh, where was I? Oh, Dwarf Fortress Magic.

How about Gandalf-like magic, then? Well, technically Gandalf was a spirit bound in physical form, just like Sauron, or balrogs. He was sent to Middle Earth by "deities" to help in battle against Sauron - so, I don't see why DF deities couldn't also help individuals directly, if the situation was too dire - for example, a demon-led civilziation has nearly enslaved all of the world, so a mystic figure appears and starts to gather resistance around himself, finally leading to overthrowing of the dark lord. Or maybe the dark lord just crushes him. With a loinchloth. While riding a badger.

My point is that magic shouldn't be "learned" from nothing - not schools teaching spells of fireballs or books telling how to teleport, no. Magic is either learned through other magic-users spreading their magical powers (thus one slab can't give powers to 1,000 people - since the slab spreads the magic, divides the magic, its magic would eventually be drunk to zero, with magical potential poured into the minds of people) or through artifacts, which contain a parts of their creator's soul and will. Power of magic is same as power of will and other mental traits that are linked to certain magic - for example, if one tries to enslave others under his will, he'll need willpower and probably dominating personality. Magic should be rare and powerful, not everyday thing.

Interesting those are some good ideas for magic and i can clearly see how many of those concepts relate to how magic was supposed to work in arda but one of the things i mentioned in my suggestions was the power of magic should decrease in relation to how common it is with a a basic hermetic magic is something along the line of making a ward that makes you less likely to catch a disease or fairly common in certain areas like a marking on various entrances into a building that makes it impossible for a werebeast to go into a house without reverting to there regular form and maybe a ritual requiring fairly expensive resources and tons of people with very specific ways of carrying it out would possibly do something like scry somethings location or cast a curse or blessing or cause a storm. Something that provides means of survival like the anti werebeast markings would probably be the main thing about the magic being something that doesn't do anything extremely flashy but is extremely useful for someone if the want to survive the night.

Something like the greater magic gained from tablets should be hard to access due to secretiveness regarding who posses them and the conditions needed for them to work which ties into with the secretiveness and the difficulty handling it and going anywhere with it with the only possibility for most people to gain the power would be being selected by organizations who posses the tablets.
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PersonGuy

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Re: Ideas For a Magic System
« Reply #35 on: May 20, 2014, 09:31:31 am »

Does anybody have any more suggestions for a magic system because so far we have have had these systems and origins of magic suggested.
. Tolkien style magic
. Hermetic magic(ritual magic, runemaking, potion making, etc likely ties into the other forms of magic.
. Pact making
. Ideas for Artifacts
. Religious magic(in various forms ranging from blessing to powers)
. Inborn magic
. Expanded necromancy
. Chaos shaping(the magic system i called sorcery originally)
. Arete(mentioned in the op)
. Magic based around spheres of influence
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Dorf and Dumb

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Re: Ideas For a Magic System
« Reply #36 on: May 21, 2014, 11:51:17 am »

In the game I've seen, the creation of artifacts is already really weird.  They're random and mysterious.  So I'd suggest giving artifacts only the chance of a weird power.  For example:

An artifact sword that always kills/hits/misses/turns undead/poisons/renders prone ... or even heals whoever is hit with it.

An artifact sword that is a really really good weapon, but anyone who wields it will die of old age in a year.

An artifact statue that generates mist/miasma/happy thoughts/unhappy thoughts/magma mist/dust/etc. wherever it is set up as a building.

Artifact shoes (shoe?) that increase movement rate 200%.

Artifact earring that makes the wearer a Legendary Observer.  (look up the pirate story...)

Artifact ring that makes a dorf a Legendary Ambusher.  Also has an unadvertised feature that he defects to the Tower when it sieges. :)

You get the idea.
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gtaguy

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Re: Ideas For a Magic System
« Reply #37 on: May 24, 2014, 09:05:53 am »

How about a system of engravings giving powers based on the events portrayed?

Like an engraving of goblins vomiting on a mace would cause enemies to vomit uncontrollably when hit with it.

Picture of fire? Fire errywhere.

Shield engraved on a door? Unbreakable.

It would be a workshop task and be a rare 1/25 chance of manifesting, plus it's dependent on good events happening in your world that give goof effects.

Also it might have a 1/3 chance of curing the object based on engraving? Boot with a fish on it? Soldier can't swim. Glove with fire on it? Dwarf lights on fire.

So it's brutal but can be very useful.
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Foxite

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Re: Ideas For a Magic System
« Reply #38 on: May 26, 2014, 08:19:22 am »

(The OP was faaaaaaaaaaar too long to read. Skipping through it has given me a fair idea what you are saying. I hope.)

I would like to build on this idea a bit:
- Sorcery would also be usable in the military.

- Sorcery that can be used in combat should be heavily balanced, but not in a way that it is nerfed so badly that it is not worth it. If there is a spell with massive power(such as a spell that burns enemies to ash, and also possibly also leaves behind some !!FUN VEGETATION!!, then it should only be usable once in a rather long time, like a few in-game hours or so. In fortress mode, this would be once a day because time passes alot faster there. Or it would cause the tired effect faster. Possibly, there would be short debuffs placed on the user that caused one or more ill effects, which would stack if used again while the debuff was still active.

- Magic should also be very hard to get to in Fortress mode, but once you got the fundamentals to start making mage dwarves it will go a lot faster. The fundamentals would include at least 1 dwarf skilled in magic migrating to your fortress. The first mages will be created during worldgen. This mage would need to be appointed as a noble, and then allow other dwarves to learn magic skills from him.

- In adventurer mode, you may also become a mage when you find a slab from a dead mage's house(even though a tower would be much more fitting!), or get him to teach you after doing a quest. These quests would be different from others, that is not him getting you to kill a bandit or a monster, but instead getting him some ingredients for his "newest invention". That could be, a potion, or possibly a ritual. Afterwards, you may even receive a sample of the potion that would give you various buffs, including temporarily having more power in your spells, or increased speed for a while, or other things.

- You mentioned Ritual magic. See this idea(the part of the shrines and altars to dieties)? These should be incorporated, if both of them get implemented. Basically, some rituals would always take place at some kind of altar and require one or more (skilled) mage as part of it, and some would work better in some way if there are mages included at all(some of them wouldnt require mages).
« Last Edit: May 28, 2014, 02:52:35 am by latias1290 »
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Bumber

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Re: Ideas For a Magic System
« Reply #39 on: May 28, 2014, 12:20:46 am »

Slaves to Armok Chapter I called its spell points 'blood'. It might be interesting to have some magic deplete the caster's actual blood supply. They might pass out from too much spell casting, or even kill themselves if casting a spell much too powerful for them. (Dwarves would probably avoid this in fort mode under most sane circumstances.) Increasing skill level would decrease blood cost.
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PersonGuy

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Re: Ideas For a Magic System
« Reply #40 on: July 12, 2014, 11:47:24 pm »

Spoiler (click to show/hide)
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Scruiser

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Re: Ideas For a Magic System
« Reply #41 on: July 13, 2014, 01:21:52 am »

The thread shudders and begins to move...  sorry that comment is inevitable for necros... but considering the dozens of magic posts you can find searching the suggestions, its better than the alternative.

Anyway as you describe in the spoiler, a new secret has been added.  If one or two secrets/curses/interactions is added with each major update, a magic system will eventually develop, but it will be a bunch of isolated, independent effects and elements without interaction, which would be bad both mechanically and flavor wise.
I think the way to correct this will be to add ways of combining secrets, reverse engineering curses/interactions into secrets, and to introduce procedural generated underlying mechanics.
I.e.
In 301, the necromancer Urist combined the secrets of life and death and
Spoiler (click to show/hide)
to create a greater secret he called the Unknowable Wisdom.  In 302, the necromancer Urist engraved a greater secret on a granite slab.
In 505, the vampire Rith discovered the secret of its curse.  He named this secret the secret of blood.  In 506 the Vampire Rith engraved the secret of blood.
In 610 the sorcerer Urist discovered the greater secret the Unknowable Wisdom and the secret of blood had a common origin in the ineffable mystery of a substance he called prana which could be utilized by those born with special power.
or alternatively...
In 610 the sorcerer Urist discovered the greater secret the Unknowable Wisdom and the secret of blood could be unified with a common system of runic writing derived from the dwarf language which would be used by those with the knowledge.
or...
In 610 the sorcerer Urist discovered the greater secret the Unknowable Wisdom and the secret of blood could be combined with a ritual system and utilized with appropriate tools and reagents.

So in some games you could get all your secrets running of straightforward quasi magic point system with a procedural generated name.  In other games you may get a runic writing systems.  In other games all the secrets stay independent and separate. Ideally, you could get basically everything and with modding and advanced world gen options you could get very specific results.
Does anybody have any more suggestions for a magic system because so far we have have had these systems and origins of magic suggested.
. Tolkien style magic
. Hermetic magic(ritual magic, runemaking, potion making, etc likely ties into the other forms of magic.
. Pact making
. Ideas for Artifacts
. Religious magic(in various forms ranging from blessing to powers)
. Inborn magic
. Expanded necromancy
. Chaos shaping(the magic system i called sorcery originally)
. Arete(mentioned in the op)
. Magic based around spheres of influence
So ideally any of these system could be generated.  If Toady adds in a few more secrets/curses/interactions each major update, and eventually works on a way of connecting them, then in 4-6 years a procedural generation system that encompasses all the ideas would emerge.
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Mesa

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Re: Ideas For a Magic System
« Reply #42 on: July 13, 2014, 11:11:30 am »

Let me just chime in here, but I'd like to see magic being slightly Shadowrun-esque, in the sense that the magic is not infinite and comes in regular cycles, determined on a per-world basis, thus every X years magic will appear in a world and manifest itself under various forms (whatever they might be) and then disappear the same amount of years later, making magical artifacts "just" artifacts, strippingi necromancers of their powers, you call it.
Not all cycles would be of the same "strength" either, meaning that one magical period will be bursting with fireballs everywhere while the next one will be almost indifferent from a magicless period.

And of course, magic doesn't have to be all flashy, even if DF is meant to be a "generic" fantasy world generator/simulator. One really good idea would be floating islands (difficult to portrait on the world maps tho) - they sure look very out of ordinary but are otherwise just hard to reach islands.
Another, already existing, example is necromancy - when a necromancer animates a corpse he just makes a gesture and the corpse begins to move - there isn't any smoke or purple lights around it.


As for how the magic itself should work, I think that the spheres of influence should play a major part here, and magical knowledge should be passed over by the gods to their followers in some manner, like slabs. Said knowledge (spells) would be procedurally generated (with RAWs playing a part as well) and created by gods even after worldgen, so each world would have its own unique magics. Said spells could then be, say, engraved onto artifacts (if only when the engraver knows the spell in question), either as runes, words in the dwarven language or images.
This would justify the existence of "spellbooks" - since you can fit more onto those hundred or so pages than onto a single stone or sword, it only makes sense to store all the knowledge there.

Some spells could also have effects of multiple spheres, depending on the god in question who made it. For instance, your generic fire ball engraved onto this sword could actually heal someone you hurl it at if the deity that created this spell was a deity of fire and healing. They'd still start burning, sure, but whatever, god made this spell and he "rules" it.

Of course magic doesn't have to be "active" like that - goddess of luck and lies? Expect this earring with an "aura" spell to make everyone around it (yourself included) to become exceptionally lucky but also master liars (the strength of said effects would be dependent on multiple factors - the magic cycle and the power/influence of the god that made them - a god with hundreds of thousands of fanatic followers would be more willing to create more powerful spells for them than a minor deity with few followers. This would also provide a lot of story potential, too.). But guess what, the next day happens to be the day when the magic cycle ends (without any announcements though) and suddenly you're out of luck, literally.

I'm done brainstorming, but at this I think that there's more than enough cool magic ideas for Toady and Toe to consider once they begin implementing it, and it's likely that they have their own rough concepts as well.
(I just want magic to be as cool, expansive and random as any other aspect of the game, and I think that Toady should also be aiming for that.)

Ugh, that was a weird post...I'll rewrite it later.
« Last Edit: July 13, 2014, 11:40:59 am by DarkDXZ »
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Dovale

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Re: Ideas For a Magic System
« Reply #43 on: July 14, 2014, 06:15:57 am »

I'd like to see more ideas for magic tied-in with history.

For example, sword that killed 1000 goblins through the ages would earn a name and some advantage fighting goblins for the dwarf that becomes attached to it (sort of a Chosen One scenario). Maybe a weapon that ends an important entity becomes blessed or cursed.
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Starmantis

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Re: Ideas For a Magic System
« Reply #44 on: July 17, 2014, 09:50:05 pm »

Ideally I would like something like what scruiser envisions, as a wizardy adventurer perhaps you could hunt down tomes of magic and write down knowledge for future mages.
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