Sadly my reply is "Well, that's adventure mode." In a perfect world they could get dev'd in tandom. If wrestling is an indication though...there will probably be some significant differences.
Text bomb.
;tldr: I put on my Wizard's hat and robe.
This is all purely late-night brainstorming from me, but here's some ideas. I fully expect those who actually read them to tear some apart.
Wizard spells, spell capacity, and Wizard GenerationA Wizard's capacity to learn spells is represented as a pool. Spell "level" subtracts from this pool. For every two levels of Wizardry, a Wizard gains x points in this pool, representing their ability to learn more. The initial size of the pool, the amount of each increase and the maximum size of the pool would be a function of personality traits. (And maybe spell book quality.)
Brand new Wizards start with one Cantrip (a level 1 spell.) Wizards that immigrate to your fortress that have experience will come knowing more than this.
*-indicates a spell that might be castable in reverse at higher levels
+-indicates a spell that involves something likely to change in an updateProcess for a new Wizard
Step 1: Generate personality, and what personality means to a Wizard(Way too complex to sort out now)
Step 2: Craft SpellbookBased on their material preferences. A Wizard that cannot craft their spellbook will alternate between casting cantrips while "helping out" and doing nothing, and will regularly get an unhappy thought. A Wizard may not learn any new spells until they craft a spellbook (although they still eke out some experience from casting their cantrip.)
Step 3: Grant one cantrip randomly/affected by personality. 3a- CantripsMagic Arrow - [insert generic ranged "magic attack" here]
Create food - 1 unit to
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based on skill, of a food the wizard prefers.
Create Booze - 1 unit to
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based on skill, of a the booze the wizard prefers.
Minor Telekinesis - encumbrance limit based on magic skill level
Magic Armor - Provides total body protection at the level of full leather.
Sleep (That is...make someone else sleep
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) Duration based on skill.
Summon minor familiar - Bumps the Wizard's skill level by one while alive. Eats as normal. Does not poop. Behaves as the wizard's pet, or permanent squad member. If they die, the wizard gets a
very bad thought. They also suffer a wound like the one that slew their familiar, only less severe. So if their familiar had its arm cut off, the wizard will have a broken arm. Organ damage is downgraded to lesser damage to the body part it attaches to.
Step 4: Establish Wizard starting area and spell availability Biome affects 2nd starting spell selection and some of the spells that can potentially be learned based on the biome(s) of the fortress. So an immigrating wizard from a Forest Biome would arrive with one (or more) Forest Biome spells, but wouldn't be able to learn anymore because your fortress is built in Desert and Mountain biomes. Homegrown wizards do not start with a spell other than their cantrip.
4a - Volcanic Biome - Burning Hands - (i.e. Flaming Wrestling based on magic skill)
Protection from Fire - (flashes a symbol letting you know he's fire proof)
Transmute Rock to Obsidian* - (would change one unit of rock into one unit of Obsidian. One cast counts as one job.)
Sense Magma - When cast, the Wizard says something cryptic like "I sense a great deal of heat coming from the north." Higher skill would render more precise directions, i.e Northeast, moving the cursor around during the announcement, ect...
4b - Mountain Biome - Hurl boulder - Wizard creates a large boulder and magically chucks it. Physical based, ranged attack.
Shatter stone - Mines out selected area instantly, amount based on magic skill
Transmute Rock to Crystal* - As above.
Sense [Gold, Silver, Adamantine, Platnium, some exotic metal or stone] - as above.
4c - Forest Biome - Speak with Animal - Instantly tames a non-hostile, non-mega beast wild animal, with many additional exceptions.
Plant Growth - Sort of like Shatterstone, the Wizard causes one plot (amount of plot based on skill) to instantly become harvestable.
Create Wood - As above.
Angry Plants - Wizard causes 1 to
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number of tiles near them with grass, plants or tress growing on them to grab creatures moving through them and hold them in place. Strength of grab, number of tiles based on magic skill.
4d - Ocean Biome -Magic Fishing Pole - The wizard will spend a short amount of time fishing and will largely be successful. They will yank the fish out of the water so hard they will magically go flying all the way to the nearest Fishery.
Purify Water* - The Wizard designates an area of undrinkable water, including vomit and blood-laden waters, that becomes drinkable. Effect is permanent. Volume and area based on skill level.
Transmute Water into [Beer, Wine, Ale, Milk, ect...]* - Only one type, based on Wizard's preference. Affects one bucket of water, more by skill level. (I know, I want to create pools of beer for my dwarves to drink out of....but that would require some additional thinkery)
Water Walk - The Wizard, for a short time, does not consider 7 depth tile to be dangerous terrain and will move through it. This does not mean they can breathe underwater.
4e - Savannah Biome - Minor Camouflage - The Wizard temporarily gains the Ambusher skill, at a level equal to their skill level /2, round up.
Gust of Wind - The Wizard can wave their hand to physically knock a single creature (or object?) back one or more tiles. Tiles scales to skill level, and velocity and impacting objects applies.
Transmute Mud to Grass - As above. Includes clay, changing that tile to loam.
That time of Year - The Wizard selects a group of wild or tame animals (hostile or not) with at least one male and female. This group immediately produces a baby. Number of pairs affected increases with level.
4f - Badlands Biome - Drought - The Wizard can evaporate up to 4/7 of water tile instantly, more as their skill increases. They might apply this ability during clean up, or when water is suspending construction.
Choking Dust - The Wizard creates a 3x3 cloud of dust and dirt which they hurl at something. Any creature inside the cloud behaves as though they have no eyes and they may become stunned. Prolonged exposure to the cloud results in suffocation.
Sense Drinkable Water - As above.
Transmute Mud to Rock* - Includes clay and loam.
4g - Swamp BiomeSickening Cloud - Miasma cloud. It behaves as one, and can start outside as opposed to regular miasma. Hostiles caught in it take some kind of penalty, perhaps gaining the nausea status. Size and "thickness" of cloud varies by skill level.
Protection from Stink - The Wizard is temporarily immune to bad thoughts generated from miasma. Duration and number of dwarfs affected increases with skill.
Summon Fluffy Wombler - The Wizard creates 1 to
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Fluffy Womblers on their tile. Number based on skill.
Transmute Wood to Snakes* - As above. May or may not target wooden items.
4h Ice Biome - Create Warmth* - Kind of like how you can play with fire in Adventure mode, the Wizard becomes a heat source (increased homeothermy) without it causing damage to them. Can melt ice and be applied in other interesting ways. (Wizard smelter?!)
Icy Breath - The Wizard can freeze one tile worth of water up to 7/7, extinguish one tile of fire, or paralyze one creature for a short time. Effects and/or tile size scale to skill.
Magical Snowman - The Wizard creates a pet snowman which in general does nothing outside of combat. The snowman feels no pain or nausea and does not bleed. In summer and spring the snowman pretty much melts outside immediately. The snowman also melts next to forges and magma, and the Wizard gets a very minor unhappy thought. The snowman create a little puddle of drinkable water when they die.
Deathcicle. The Wizard creates and throws an icicle, which mimics a crossbow bolt. Is especially fatal to fire creatures, but not initially. Effectiveness scales to level.
4i - Jungle Biome -Summon Predator - The wizard calls a predatory animal from somewhere on the map to their location. If none exist, one will appear at the map edge, based on biome. This doesn't mean they control it, only that it's coming to them. The predator will not behave mindlessly on their way there, and will still run when it's a good idea.
Dispel Rot+* - The Wizard changes the status of a rotten food item (or corpse) to "fresh." This does not make dwarves who gained an unhappy thought from the decay of a loved on or pet happier. (Disease coming soon...)
Jungle Rot+* - The Wizard causes one limb of a creature to become severed when they make a successful wrestling attack. The amount of time this takes to happen decreases with skill level. (Disease coming soon.)
Disorient - The Wizard causes one creature to forget what they were doing or where they were going repeatedly for a few steps. The creature will eventually acquire a new job. (i.e. Goblins will eventually reacquire your dwarves as targets.) This effect ends if they are attacked. Number of creatures affected increases with skill level.
4j - Desert Biome - Sandstorm - Wizard throws a techno party. (j/k) Wizard creates a 3x3 tile of stinging sand that affects everyone in it. Causes all creatures to behave as if they have no eyes, and can cause light gray to brown wounds on any and every part of the body that is exposed (unarmored). Can also worsen current wounds up another wound state. Lasts a very short time. Size and duration increases with level.
Sense Drinkable Water Source - As above.
Transmute Sand to Stone* - As above.
Exhaustion - The Wizard causes one target to gain the status "exhausted. Or "winded." Number of targets that can be affected increases with level.
4k - Subterranean Biome - (Note: Maybe all dwarves have this included in their biome selection list)
Sense Underground River - As above
Transmute Mud to Rock* - As above
Sense the Void - The Void being HFS or a chasm. I know a lot of people probably aren't going to be about that. Since the Wizard would be mid to late game though...I don't know if it would hurt that much.
Sense Metallic Ore - As Above.
4L - Joyful/Mirthful ect... Biome -Joyful Radiance - The Wizard generates a bubble that grants one moderate happy thought to anyone that walks into it. Short duration. Size and duration increase somewhat with skill level. Goes great at parties.
Soothe Foe - The Wizard causes one sentient, non-mega beast creature to halt in their tracks and do nothing. Number of enemies affected and duration increase somewhat over time.
Rejuvenation - The Wizard instantly heals themselves or another one wound level. The spell cannot mend damage organs or replace severed limbs. Yellow goes to brown, brown to light gray. Number of areas that can be affected increases with skill level.
Create light+ - The Wizard creates natural sunlight in a 3x3 square. Duration and size increases with level. (This spell is terrible!, you might say. It probably would be in this version, but it fits the theme and we know lighting will eventually get more.)
4M - Terrifying/Haunted ect... Biome -Raise Undead Minion - The Wizard chooses a bone or corpse object and animates it. The creature now acts as the Wizard's pet and will fight to defend them. Dwarves will naturally have different reactions to seeing dead loved ones and pets walking around as the Wizard's slaves. Number of minions allowed increases with skill level.
Aura of Fear - The Wizard generates an aura of terror around them. Everyone within its range will flee from the Wizard. Unsure what tests might be used, but effectiveness scales with skill level.
Cause Madness - The Wizard causes one creature to lose their mind entirely. Hostile and non-hostile alike will either become stark raving, berzerk or melancholy, breaking off combat or attacking their own friends just like dwarves.
Summon Homunculus - An upgraded familiar. The Homunculus is a mean little thing, but it grants the Wizard two extra skill levels while alive. The Homunculus will claim items without paying like a legendary dwarf, poop occasionally and eat 2x what a normal dwarf would. If the Homunculus dies, the Wizard gets a moderate happy thought, but still gets hurt.
Have I missed any? Obviously, this is a basic list
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I've got more ideas, and I know you do, but this is more to just get a structure going. You could break down even farther by school of magic, spheres, specialization and all that too. 40 spells I think I said? I've cooked up 40 here already. So you get an idea of how varied each Wizard could end up being, or how specialized they might become.
5: Spheres and Schools I'm leery of suggesting anymore structure, but spheres of influence are clearly in the future of DF and it will make sense for magic to be structured that way. Suffice to say, Biome is just as flexible and applicable as spheres, and schools is just another word for spheres. But they open up all sorts of interesting possibilities for spells like Time spells, mentally affecting spells (mind wipe!), more detailed necromancy, healing, ect..
And on that note, I think Wizards should not choose gods. Spheres should guide their choices, but the path of the Wizard usually runs counter to that of a follower. Couple suggested spheres or spheres that already exist-
Life
Diease (could arguably belong in life, death or both)
Death
Time
The Mind (A catchall for spheres like Torture, Pain)
Spirit
Illusion
Chaos (Decay might perhaps fall under here too)
6: Spell AcquisitionThe process would go like this -
Urist McSpellStuff is ruminating. The Wizard sits alone somewhere deep in your fortress, or their room.
Urist McSpellStuff is going to work. Wizard moves towards available library, magical craftshop, ect..
Urist McSpellStuff is researching. (Wizard chooses a spell based on reagents that are available right now. They will not choose spells for which there are no reagents present. Materials must not be foreign to the Fortress. (Unless they've been modified like all economic items. In this way biomes guide spell selection but don't pigeon hole it.)
Urist McSpellStuff is collecting reagents. (If the reagent they had chosen become unavailable, the Wizard returns to researching.)
Urist McSpellStuff beings casting! The Wizard finds an appropriate (or inappropriate!) place to test their new spell.
Failure to cast the spell right means the wizard goes back to ruminating, trying to figure out what they did wrong.
If they're successful and decide to learn another spell, they would ruminate again on the nature of magic and creation, go research ect...Otherwise they fulfill basic tasks (eat, drink, sleep) or "help out." A Wizard's desire to learn, and get more powerful, would be based on personality just like other dwarves' desire to excel and do well.
7: Spell success and failureWhen the Wizard succeeds at casting a spell, it's effects go off at the intended target the way the spell reads. Success is skill level, plus personality trait contributions or penalties, versus the "level" of the spell they are trying to cast. Learning functions along the same lines, but is slightly easier to succeed. Successfully casting a new spell grants the Wizard a moderate happy thought, that diminishes to zero the more the spell gets cast.
Failing to learn a spell is the same as failing to cast one (or cast it properly) since you have to cast it to really have learned it. Failing to cast a spell can have many results-
* = rare or reserved for higher level spells
-Fizzle. Wha wha. Makes up a large portion of spell failures.
-Misfire. Spell targets the wrong entity, usually hitting one nearest to the caster's frontal arc, or themselves.
-Uncontrollable. Pets, clouds, effects, anything that the caster normally would have had control over now acts independently and often with hostility.
-Power surge.* Like uncontrollable, only the strength of the spell is double what it normally would have been. The Wizard stands a chance of having their head start on fire, or just explode.
-Into the void.* The Wizard has looked too deeply into the forbidden depths of creation, and their mind has unraveled as a result. Variable effect, from massive bad thought to instant bezerk or stark raving, mitigated by personality traits (particularly will and self-discipline.)
-Wild Magic.* Instead of the intended spell, the Wizard casts a 100% random spell, even one they could not possibly, or WOULD not possibly want to know.
All spell failures come with a bad thought for the Wizard of some kind. Tantruming and berzerk Wizards do not fail spell casting (but may have some of the other effects happen.)
8: Casting Known Spells BehaviorThe Wizard will cast the spells they know while undertaking other jobs, if they think the application is relevant. If they're eating, they might cast the food/drink creation spells. If they're helping, the task they are helping with will dictate what they try to do. (Including summoning minions to do it.)
How often they are able to cast spells should be a function of strength, in a twist of cruel irony. You want to make strength a relevant stat for a wizard some how, and too much rides on toughness already. Higher level spells are more draining to cast then a cantrip. How often they
choose to cast spells should be a function of personality.
9: Gaining Wizardry ExperienceCantrips are worth the least amount when cast, and higher level spells grant more experience than lower level ones. Research also provides a small amount of experience as the Wizard learns more about the nature of magic. I imagine xp values could be at around the same rate as social skills, but Wizard would take much more xp to level than other jobs.
10: Opinions about magicReading over my list, I realized that dwarfs will need an opinion about magic. To seeing it used, to having it used on them, they should like or not like it, totally separate from the results the spell has. This will, again, make the choice to use magic more relevant, and can reward those who decide not to fool with it at all in some way.
Ex. "Urist ConservativeHammer was unnerved by magic recently"
"Urist Familyvalues was outraged by magic recently"
"Urist McHippy was delighted by magic recently"
"Urist McBadjudgement was amazed by magic recently"
11: More on SpellbooksEvery spell a wizard knows or learns is recorded in their spellbook. They never voluntarily let it leave their possession. If a wizard is without their spell book (like if you order them to dump it), they will only cast cantrips, and the last higher level spell they cast previously.
Wizards are very, very unhappy when they don't have their spell book, and will try to recover it as a priority unless it is forbidden. If a Wizard tantrums, they temporarily gain access to some lost spells, although not their best ones. If they go berzerk, they gain access to all their spells.
Spellbooks are a crafted, owned item and the quality of the materials dictates how happy it makes the Wizard when they admire it. A wizard who acquires another wizard's spellbook may choose to replace some of the spells they know with ones in the new spellbook. They will need access to both spellbooks to cast the ones they know for a time.
12: Should casting a known spell require fresh reagents?I don't think so. Between Spellbook, initial reagents, artifact requests and on, the fortress probably doesn't need another drain on rare, valuable materials.