"Spellcrafts" is a mod I made up way back in 2012, which I discussed on the
Spellbook - Community Interaction Repository thread, posted on DFFD, but otherwise never made a thread for. Since DF 2014 came out, I've been spending most of my free computer-lab time working on it, and I'm going to continue to update it as i go.
It's updated for version 40.13, the secrets got an overhaul, and instead of creature-based naturally-talented castes (which I might redo anyway, at a later date), you can learn spells through reactions in both adventure and fort mode play.
Link to the download:
http://dffd.wimbli.com/file.php?id=6378from the DFFD page:
The secrets currently provided are as follows:
elemental:
-pyromancer - fire spells
-hydromancer - water spells
-aeromancer - air spells
-terramancer - earth spells
-synthomancer - synthetic/artificial materials spells
-biomancer - living tissue based spells
druids: - transform into an animal!
-mammals
-reptiles
-birds
-invertebrates - bugs, slugs, and mollusks.
-plants (and mushroom man)
-a non-druid shapeshifter which allows the user to transform into a couple mega/semi-megabeasts.
auxiliary:
-healing
-resurrection
-protections/curses
-illusion
-conversion - transform other people into things
summoning:
-summoner - buggy right now, working on it.
Mundane: overall less powerful/useful spells you can learn through private study. They're added as syndromes from an inorganic material, and accessible through reactions. You won't be able to learn every single spell, and a second/third level is still in the works, but you'll get at least one spell, usually more, from every grouping.
offensive:
-fire
-water
-air
-storm - experimental
-earth
-synthetics
-bio
-disease
-curse
defensive:
-healing (recuperation)
-healing (transformation-heal "reformation")
-resurrection
-disease resistance
-improved attributes (buffs)
-NO_X token adding/subtracting spells
-vision improvements (bloodsight and extravision)
-others/misc.
-illusion
Transformation: only one right now, to transform into various vanilla DF creatures, guaranteed to get several of the interactions
In summary, you can learn to cast interaction-based spells by either stealing the secrets from a spellcaster tower (necromancer towers) or some slightly less powerful ones from mundane learning, using the reactions ('x' > create) in adventure mode, or teach it to your dwarves in fort mode.
Recent update changed:version 2.01 on October 2nd 2014
- fixed some issues with druids and summoners;
1) there is no longer a creature-class requirement for becoming a druid (holdover from the 34.11 version); if your creature/caste doesn't have CREATURE_CLASS:MALE, you will default to female, and whatever you transform into will be female (if gender is applicable). If the caste has CREATURE_CLASS:MALE, you will transform into male creatures. Remember; you can add creature class tokens to a save after generating the world.
2) summoned creatures are no longer hostile to everything around them, including the caster.
3) summoners can only summon one creature at a time, by either the self-sacrifice method or "preparing" a corpse for summoning (replacing the summoner's zombie raise interaction)Next update will probably include:-unique zombie raise interactions for each secret type, fixes to their hostility issues.
-branching out of the summoner tree into several classesKnown issues:1) I've been having some trouble with learning spells in fort mode; dwarves dont seem to pick them up, even though the items are produced through the interaction and boil properly. If anybody can lend a hand with that, it would be wonderful!
2) summoned monsters might not involve themselves in every fight the player gets into.
3) zombies in the spellcasters' towers are hostile to the summoner and intruders.The mod doesn't change any vanilla files or depend on anything besides vanilla df; everything it needs or does is either present in the vanilla raws or provided with the download. Unfortunately it does rely on those vanilla raws (particularly tissues, materials, interactions, inorganics, and body definitions.) If you're playing any overhaul mod like masterwork or have otherwise removed anything, it may not work out of the box. A copy of entity_default.text has been provided which has been modified to provide features from the mod to humans and dwarves. This is in a separate folder to the rest of the files. Just copy it into raw/objects and replace the old one if you want to use it.