I'm glad to see continued interest in this and I appreciate the bug reports. I'll be updating this again whenever Toady One's finished with the next DF release, with fixes for that stuff and some other stuff I've been cobbling together. I'll need to eventually get to making interactions for the new critters as well as a whole slew of "spells" that wizards can cast, and it'll be fun seeing how the vampires and necromancers and whatnot will fit into this. I'm thinking of making new mutual enemies for the Sorcerers and Wizards to deal with in the form of wraiths and some kind of faceless gray monster that transforms others into more of its own kind by touching them, kind of like the green slime of Nethack meets a wad of strange matter, but this is all just on paper until we can mess around with interactions, obviously.
I have a question. What is the whole point of the magic flows over x body part when you use close range magic? does it have any effect whatsoever or is it just added on to make it sound more interesting
That is part of the vanilla game. It happens if you're using a [SPECIALATTACK_INJECT] (or somesuch) attack with a material that has a syndrome that isn't [SYN_INJECTED]. It actually applies the syndrome the attack gives to the attacked bodypart on contact, rather than through injection.
That is brilliant! A lot of work must have been made by the modder for that to work as it does now.Also thanks for the explanation. Oh and what exactly do the different types of magic do anyways?
Thanks, though it still needs quite a bit of work I think. Some of the syndromes are temperamental with their durations and the effects are rather crudely implemented right now, but they make for snazzy light shows.
Generally, magic does what it's description says; paralysis magic causes paralysis, dizzying causes dizziness, etc. "Hex" magic is generally damaging and cause effects like bleeding and pain. Pink magic has a chance of causing the heart to stop. "Light" is supposed to have a temporary blinding effect when it hits the face and eyes, but as it stands it seems to cause permanent blindness in everyone nearby, so that needs a wee adjustment. A "curse" will temporarily cause all powerful melee strikes that connect to be lethal (the curse kills the functioning of the nervous system; the game seems to apply some sort of 1-hp-left to mortal creatures in such a state). Prismatic magic has a variety of effects, most of them very harmful. Wizards are immune to Wizard magic, and Sorcerers are immune to Sorcerer magic, this is mostly to keep mages from getting hit by their own spells every time they cast them.
I'm pretty tired and working from memory so I might be wrong on some of the details.