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Author Topic: What *should* the Magic Arc contain?  (Read 13350 times)

*Poster*

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Re: What *should* the Magic Arc contain?
« Reply #45 on: October 20, 2010, 01:03:11 pm »

My take on magic is that, as this and other threads evidence, it's going to be a difficult thing for Toady to get right. After all, there's the whole spread of viewpoints here, from it should be chaotic and almost always dangerous if not outright apocalyptic, to it should be controllable, useful, and only very rarely go 'wrong' any more than your forge goes wrong.

I am not convinced that magic should be too free of rules. There is no inherent reason that it should be, except that "magic" is used as a catch-all explanation in stories where the author needs a deus ex machina to tie things up neatly. There are plenty of examples of settings where magic is controllable, knowable, and predictable - and quite often they are better for it, rather than magic just being, well, a magical solve-everything that the heroes save the day with.

On the other hand, I sympathise with the argument that making magic too industrial makes it ultimately rather pointless. Magic needs to do things which you can't do otherwise for it to be truly meaningful. That does not mean that magic should be barred from things which you can do otherwise, only that it shouldn't be limited to that. There is something which people may be overlooking here, which could have deep ramifications if Toady were to run with it. Essentially magic might make something else completely pointless, which means your dwarves would never develop it in the first place. If you have excellent healing magic, there's little reason to develop medicine along the lines which we have it IRL, or as dwarves currently have it - there is simply no point to learning how to set bones and suture wounds when you can cast a spell to do it instead. So one thing I envision magic as possibly doing is replacing other tasks; you'd need to build and stock a library for your doctor-mage to study in and supply him/her with reagents necessary for spellcasting, rather than having a regular doctor with a hospital and casts and crutches. Similarly, magic should effect the expectations of a society; if someone today figured out a spell to bring the dead back IRL, we would have massive qualms about it. If we had been able to do so since time immemorial, our attitudes to death and necromancy would be completely different; there is no inherent reason necromancy should always be seen as bad by a civ who is used to it. Magic should be intertwined with the social evolution (Or more prosaically, the procedural generation) of societies in-game. This is where we find the best potential for storytelling, too. If the Elves have necromancy, Dwarves might be deeply averse to it. But then your mage goes off and experiments with it anyhow and all sorts of Fun occurs as half your fortress sets out to burn him, he uses his zombies/skeletons/whatever to defend himself, and then the Elves show up and because they're so much better at it, some three thousand year old Elf necromancer hijack control of the rogue mage's creations and try to sabotage you from the inside, pulling levers and breaking down doors as well as attacking your dwarves.

I don't think magic should be the same in every world, however. Ideally, I think the type of magic should be generated at world start - which fundamental set of rules it follows, which spheres are tied to which spells, etc. - it should influence and be influenced by the societies in the world, and it should be learnable and controllable - the potential for Fun should come more from misuse, poor planning, or outright hubris, rather than from the vengeance of a chaotic RNG; but this situation would still ensure that you needed to do experimentation and research to find out what is safe to do and what is not and thus preserve what I would consider a reasonable element of unpredictability and uncertainty.

If this was the approach taken, we would probably want a wide variety of possibilities in how magic can potentially work. To outline what I mean here, consider three different worlds; The Oracular Realm, The Eternal Dimensions, and The Infinite Lands. Please note that I am offering these as examples for consideration and comparison, not as hard-and-fast ideas on how I think magic should work.

In The Oracular Realm, magic is easy, bombastic, and commonplace. There are few farms because even a five year old can summon food in great abundance. Constructions are bound together with easily-woven spells, indeed whole buildings are built out of magical blocks which are faster to erect than the most legendary of masons could manage, and wars are fought with people throwing around fireballs and lightning bolts with reckless abandon. On the other hand, magic is subordinate to a particular race of demons, and if they show up they can twist any magic as they please; summoned food turns to ash in your mouth, buildings collapse into rubble or disappear entirely, fireballs explode in your hands, lightning bolts are no more powerful than a static shock.

In The Eternal Dimensions, magic is a far more subtle affair. You'll never see someone bring forth something from nothing; you won't find mages flinging fireballs around. But the right incantations can give an iron sword five times it's natural tensile strength. An enchanted idol will mean it takes thrice as long between needing sleep. The right words and rites can make a crop grow a little faster, a little bigger - subtler things, but still potent in the right hands. But a botched rite by an inexpert mage could have the opposite effect, making steel as flimsy as wood, putting a dwarf into a coma, or dooming a crop to take three seasons to mature. Training, practice, and experience matter in The Eternal Dimensions, and a dwarf is well educated and schooled before he or she is allowed to take their magic into the world. The very best smiths, craftsdwarves, and so forth are excellent both in their craft proper and in related schools of magic, letting them create unbelievably formidable enchanted weapons or amulets or what have you.

For The Infinite Lands, magic derives from forces and deities, and is less directly controllable. A fortress which ensures the construction of a proper temple to their god of wind, the sky, and water, and which sees to the proper worship and respect of this god, will find their crossbow bolts fly straighter than they otherwise would; dwarves can swim faster, more easily, and at less risk of drowning. Sacrificing animals to the god of war and mountains might see their miners digging out rocks slightly more rapidly; sacrificing goblins will make the military more capable of fighting goblins in future, with small but nonetheless ever-present bonuses to combat rolls. Meanwhile another fortress, which has settled in a swamp diffused with a malevolent force, will find things do not go their way. One year, the caravan never arrives, lost on the journey. A well inexplicably begins to give mildly poisoned water, and has to be broken and rebuilt with a new bucket. No matter how hard he trains, Urist McShooty takes far longer than is normal to gain skill in crossbow use. Finding out how to appease this force could form a major objective of the fortress.

Again, these are examples intended to highlight potential different ways magic could be implemented, and how differences in it could lead to different scenarios and influence how you play the game, whilst being consistent within their own sets of rules and learnable to those who make the effort. The storytelling possibilities would grow naturally from the difference systems that could be generated combined with the unique situation of a civilization depending on their history, beliefs, deities, and the biomes your fortress is in. It is my opinion that this system would be a good compromise between predictability and randomness and would help create unique, engaging scenarios with plenty of potential for Fun.
« Last Edit: October 20, 2010, 01:06:56 pm by *Poster* »
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Funk

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Re: What *should* the Magic Arc contain?
« Reply #46 on: October 20, 2010, 08:42:53 pm »

some things that need a good think
  • how much it can do
  • damage,the damage from useing magic sets in a big way how often it can be used.
    even in a age where kingdoms can turn each others citys to a blasted ruin,change men to shadows, armys still fight why the lomg term cost of useing such power I.E. a nuclear waste land.in DF just what does magic do to an area?

  • how often can it be used?,only when the stars are in alignment? or when bob the mage whats a cup of tea?
  • how long it takes for magic to work.
    does bob just click his fingers to turn elfs to stone? or it take days to cruse one elf.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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ZebioLizard2

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Re: What *should* the Magic Arc contain?
« Reply #47 on: October 21, 2010, 07:26:40 am »

That would be some of the general issues funk.

Most of the issues have been brought up, reworked, restated, and overall redone.

The true main issue is: How will magic be done.

We've had suggestion for artifacts being "dwarf" magic (How they give magic has not been addressed, maybe the whole creation process due to the spirits and whatnot possessing dwarves, or even what it would Do)

There's standard Vancian Magic, aka Dungeons and Dragons magic where the intelligent can study magic (Wizards), and the stronger can create powerful magic from their own essence (exp) And those at time will be given it from birth (sorcerers). Where magic has paths and rules, with all the magic coming from one infinite well channeled by a god so there's always a supply to power up magic wherever you go. It just has a requirement that the magic can be cast only Per Day, rather like a limiter.
Dungeons and dragons has a Wide Variety of magics, but this sort is the definer of most of dnd's magic


There's Word magic Which pops up from time to time, but if I had to pick an example, Eragon has one example. Where if a person knows a "True Name", they can cast the magic at will by saying the name. (Saying Brisinger near the sword will light it aflame for example, or knowing someones true name allows you to control them) This sort of thing often pops up in fiction involving elves.

There's Rune Magic Often used by dwarves, magical runes often chiseled into stone, armor, or other various things that can cause various beneficial or spell like effects. An example would be from the Warhammer series, were special runes are often bound on weaponry or armor, which will allow the dwarf to cast a spell from within his weapon in order to help, or hinder his enemy. Runes in that setting often can be used on anything else, such as walls and the like as well.

There's Druidic Magic Which is a natural sort of magic based around nature and tree's. This one is often very vague at times in most settings. However if one had to guess it would be that by having a special bond with nature, energy grows within oneself to cast natural magic based within nature. A true elf of the forest at his highest point can regrow entire forests, or in times of trouble, turn the woods into the very nightmare of hell itself as the tree's block out the sun completely, and begin to turn against any would be invader.

There could be Blood Magic. Sacrifices to gods, or generally using the blood as a reagent. Kind of explanatory on this one.


And even if a choice is decided upon what type. There would be Resources possibly to consider as well.

Could come in common varieties as things like standard ingame Gems. Or natural elements purified into Orbs/Jewels. (Such as purifying wind to make Wind Magic. Purifying magma in order to make Fire gems.

Could come as Geysers of natural mana flow. Making specific setups desired in order to find a "Spout" of magic rich essence.

Could just be done by specific things. Magic gained through greatness of acts, through being peaceful with tree's. By being friendly with a magic rich nation.

So many options, so many considerations! Unlike anything else, there IS no such thing as defined ability, resources, or what one can do. Toady is free to use any and all. But for now, it's fun to debate and create.

There's so much styles of magic, that I would not really care what he would put in as vanilla, so long as if a modder desires. He can recreate the Colleges of magic of Warhammer. Or create The spellpaths of Dominions 3, or Have the ability to make DnD perfectly.

What Toady chooses in the end, will certainly be Fun. Whether it be chaotic and random to the point where magic cannot be fully controlled, or Controlled within certain specific perimeters.. I do rather hate the idea of Industrialized Magic, but if toady Designs it that way I cannot complain.
« Last Edit: October 21, 2010, 07:42:44 am by ZebioLizard2 »
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teloft

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Re: What *should* the Magic Arc contain?
« Reply #48 on: October 21, 2010, 08:05:51 am »

One of the challenges is that magic that appeals to the immersion players can cheapen the experience for the technical players.

Let's say there's a shield that grants its wearer invincibility.  That's awesome for worldgen [...]

The owner of the invincibility shield has gone mad, and is now drinking the blood of others preferably the adolescent children.

Dracula was invincible when the eastern forces pierced into europe, But at What Cost. Now he lives forever praying upon his local community like a monster.

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Owlbread

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Re: What *should* the Magic Arc contain?
« Reply #49 on: October 21, 2010, 09:13:13 am »

Alchemy as "scientific magic" is a good direction to go in for dwarves, I'm thinking a bit like the "alchemy" in the Dragon Quest games, where taking one (common) object and combining it with one (rare) objects results in one (extremely rare, alchemy-only) object.

One bar of platinum plus one diamond, plus sufficient degree of Alchemy, yields one lump of Orichalcum, which can be used to transmute a base element into Unobtainium at will. Unobtainium does whatever Toady decides it does, rather like Slade, only controllable and defined by user desires.

Alchemy would be one school of magic, perhaps the most "dwarvenly". Glamour would be the most "elven", and Enchantment would be the most "human".

Alchemy would basically be the previously mentioned combination of existing objects into rare (magical) ones.

Glamour would be the temporary substitution of existing objects into other objects, such as turning a wooden spear into a steel broadsword for the duration of the spell.

Enchantment would be adding magical variables to existing objects to make them more efficacious, such as making the aforementioned wooden spear into a wooden spear that becomes more useful against a specific species of megabeast, but is still largely dependent upon the skill of the user.

In Fortress Mode, Alchemy would be the most common form of "magic" outside of possible artifact-based effects, as dwarves have mastery over it in comparison to other races. The other two schools would be wildly more useful in Adventure Mode, and would make playing an elf or a human over a dwarf an actual decision rather than a preference.


I think the danger here is that many still assume alchemy to be some sort of magic. I think, given that dwarf fortress adheres to some form of realism at times, it should be portrayed as it was truly: ancient chemistry blended with mysticism. Whether or not the mysticism has an effect is up to Toady.

On the other hand, I don't see why you couldn't blend magic with various crafting professions. The likes of creating magical potions and turning lead into gold could be made possible with magic, as would creating musical instruments that could place entire sieges into a deep sleep. Think the pied piper.
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Levi

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Re: What *should* the Magic Arc contain?
« Reply #50 on: October 21, 2010, 11:12:24 am »

I think the magic rule system should be randomized on worldgen.  It would require extensive experimentation to figure out, and almost always lead to FUN for the fortress.

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Nivim

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Re: What *should* the Magic Arc contain?
« Reply #51 on: October 22, 2010, 01:10:23 am »

 Well this is wearisome. Presumably people aren't reading the whole thread before posting.

Everyonje has so many ideas and yet Toady has said so little about the game's magic element ???
It's the last arc. "[...]it's going to be a difficult thing for Toady to get right" and he's not so stupid as to commit himself to anything.

 I mean, just read what he has to say about the matter; I was inspired by this thread to ask Toady a question directly.

Quote from: Nivm
If you had a choice, what kinds of things would you want the long and common magic discussions to figure out? There are so many of them, and so many people thinking and speculating over the same things again and again. It seems like during the time it takes to reach the magic arc, many near-perfect theories about it's possible structure could be laid out for you cleanly and clearly. But do you want that?
We're not going to use any one system, so I think the most useful things are probably general and possibly unusual ideas about how a given magic system might work in a world, where the discussion is aware that the system isn't exclusively used by all worlds, or discussions about differences that could exist between worlds.  Specifics can be useful if they stay above the numerics/algorithms for the most part.  I'm sure there are useful exceptions, so I don't want to exclude anything in particular.  Questions of overall atmosphere are somewhat settled (as in the DF talk quotes from before), though I still like to hear opinions on all sides there.  In general we're not as receptive to explicitly leveled firebolts or steampunk as we are to something more nebulous and less technological, but we don't want to shut down potential useful avenues of discussion.

Ideas where different manifestations of magic have underlying structural connections with the world are good.  We're probably going to be adding different metaphysical systems along the lines of how a creation story using a pantheon might generate pre-world-gen events, and it'd answer all the big questions like "what happens when you die?", "what happens when you dream?", "why do we exist?", "is there a purpose to existence?", "what are emotions?" etc. etc., and gods, planes of existence, magical systems and whatever else can provide answers to these questions that further manifest themselves as part of a magic system (or the world could be utterly mundane as desired).  When we do this, we'll be in a position where we are using our own ideas and continuing to look through suggestions and just using the best and easiest stuff at first, and that'll be how magic manifests itself.


Having special crazy moves being taught to an adventurer by someone that's their friend might be a good starting place for this. It's in the dev log to have new attacks and combat moves being learned!
No. That would be a product of the system, not its starting point. (Same to you Zebio.)

Another starting point could be that we've already got a huge amount of "spheres" in-game to use for magic, though that might come a little too close to the Magic A is Magic A problem I mentioned above.
Yes. That would the starting point of the system. Although I have no idea how it would instigate the problem I think you're talking about. Have you looked at how the sphere system works? It's awesomely complicated. Actually, let me find a link... (After about 40 minutes.) However, I can't find it. There was a list of the relation variables spheres have (like good and evil being opposite, and oceans and waves being a specific kind of relation I can't remember the single name of), but I don't even know what part of the sites it's on.


Work-in-Progress; The Magic System Generation Settings:
    1. The general level of magic in a world. 1 wizard in a million or 1 in 5? {x/y}
    2. The scale of how predictable the magic is in general. Chaos magic versus vancian(DnD) magic. {x} (1-100)
      2a. How predictable to the user? (Like the dwarf in your fortress labeled "Runecrafter".) {x}
      2b. How predictable is it to the player? {x} (1-10, with help files for each setting.)
    3. The proportions of who has the magic. Do mortals make it? Is it part of the land? Does it only come from powerful spirits?
      3a. Elemental, ~inanimate.
      3b. Civilization, mortal.
      3c. Immortal, ~imaginary.
    4. The scale of how strongly magic is tied to objects. Does it vanish outside of special containers (crystals)? Is it impossible to bottle? {x}
    5. The scale of how physical magic is. Is magic mined like a gem, or drunk like ale? Is it never seen, heard, or felt tactily?

 Funk, I think all those after the first you have there are already partially covered by the cost and danger settings, which means we need to scrap all of those and make some things that cover it all more cleanly *scraped*.
 For starters, what questions are we trying to answer with this group of variables?
  Is it and its users treated like the plague or not? Are they treated like treasures and blessings?
  How dangerous to the user?
  How dangerous to those nearby?
  Is it so easy everyone uses it over mundane means? Or is it so hard everyone uses it as a last resort?
 "How often can it be used? Only when the stars are in alignment?" Time is a cost. When is it paid?

  Is it casual or not, based on the costs and dangers?

 Perhaps also a "Work-in-Progress; RAWS related to magic:" for things like what kind of magic a civilization or species will use (artifacts or rituals, not [SPHERE:NATURE] or [SPHERE:INDUSTRY]), or the spheres guaranteed to be related to certain objects or materials?

 Be prepared for edits to the list in this post. What I have is not right yet.
« Last Edit: October 22, 2010, 01:19:20 am by Nivm »
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

Knigel

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Re: What *should* the Magic Arc contain?
« Reply #52 on: October 23, 2010, 01:35:27 am »

Well, if we're talking about the greater frameworks of magic in general here's something: is the existence and form of magic static or dynamic?

Does the type of magic established in world-gen stay the same? If it doesn't what makes it changed? Is it like Discworld where practice and belief in magic makes it stronger, or does the system change the more it's used? Does it change gradually, or from some cataclysm the magic may cause?

Does the total "amount" of magic fluctuate as sources ebb and flow, or is there a finite amount created only at the beginning which we're always getting closer to running out of?
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Rowanas

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Re: What *should* the Magic Arc contain?
« Reply #53 on: October 23, 2010, 03:54:35 am »

By linking us to TV Tropes,you got me onto space marines, which led to a music video by a finnish progrock band I'd never heard of. I'm now listening to an entire concept album by them.

TvTropes deserves either a medal or a life sentence.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Nivim

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Re: What *should* the Magic Arc contain?
« Reply #54 on: October 23, 2010, 02:02:17 pm »

[...]
  Aha! Magic dynamics!

  6. The switch of change in magic. "[:] is the existence and form of magic static or dynamic?" {0 or 1}
    6a. The scale of how much it changes in general. {x} (-100 to 100, here and below.)
      6α. [Should be a list of all previous variables to tweak whether they increase, decrease, or swap around. 6a sets all these variables at once, or it acts as a modifier to them, whichever is more useful. Most notably 1 and 3.]
    6b. The reason(s) why it changes. (-100 to 100 for below, positive means it causes the change, negative means it undoes the change, while zero of course means no effect.)
      6α. Use of magic. (Possibly divided into kinds of magic used, be then schools or nationalities or spheres.) {x}
      6ß. Faith in magic. (The belief system will probably be more robust by the magic arc.) {x}
      6γ. Sacrifice to magic. {x}
      6δ. Things living on the world. (The more life living around, the more magic is available.) {x}
       (I guess this list is actually a ridiculously long one. Blood, gore, death, fantastic beasts, gods, god fights, demons, demon fights, fights with gods and demons, certain shapes on engravings, time passing, dwarves vomiting from cave adaption... Probably limited to things recorded in legends though.)

 A world in which magic is just running out would probably have "use" and "time" as the only reasons. Randomly, a world with both 4 and 5 set high would have magic forming as this rime on objects, before encasing them completely in magic crystal. Mages beware!

 I think I'm just going to keep reposting the parts of the list changed. Although I still need to incorporate parts of *Poster*'s and Zebio's posts.
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

Neonivek

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Re: What *should* the Magic Arc contain?
« Reply #55 on: October 23, 2010, 02:37:24 pm »

Of which I remember that the three strongest magic users in any game should be

1) Gods
2) Wizards (the ones you use in Wizard mode)
3) Godly creatures on par with Wizards or gods
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Nivim

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Re: What *should* the Magic Arc contain?
« Reply #56 on: October 23, 2010, 02:49:20 pm »

 "Of which"? You mean the default settings? I figure Toady and Threetoe will decide on that after the settings exist.
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

Neonivek

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Re: What *should* the Magic Arc contain?
« Reply #57 on: October 23, 2010, 09:21:05 pm »

"Of which"? You mean the default settings? I figure Toady and Threetoe will decide on that after the settings exist.

I taken it from their notes... so I think I am pretty safe.
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jei

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Re: What *should* the Magic Arc contain?
« Reply #58 on: October 24, 2010, 06:16:42 am »

My take on magic is that, as this and other threads evidence, it's going to be a difficult thing for Toady to get right. After all, there's the whole spread of viewpoints here, from it should be chaotic and almost always dangerous if not outright apocalyptic, to it should be controllable, useful, and only very rarely go 'wrong' any more than your forge goes wrong.

I object to "very rarely" going wrong. It should somehow go wrong at least half the time.

It should go wrong as surely as the demands for proper raw spell materials and sacrifices are not met and not as good as possible.
A wizard could and probably should have his own workshop where the task takes place. If you don't supply your wizard on time,
he will do the spell with what he has as he must. Failure and catastrophy being imminent with no proper preparations.

Also note that I vote for magic being mostly just summoning various useful stuff and doing conversions. Most would probably be
after "turn this and that amount of lead into adamantine." And being fouled up, it could be a loose demon or a SIEGE that is
launched withing your fortress, within the defences. Of course, the wizard should somehow be able to save itself from such mishaps...
maybe by teleporting.

This would probably be in line with the 14th century's view on magic and the quest for the Philosophers' stone. And especially the bit of turning
lead into Adamantine and summoning demons...
« Last Edit: October 24, 2010, 06:19:15 am by jei »
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Engraved on the monitor is an exceptionally designed image of FPS in Dwarf Fortress and it's multicore support by Toady. Toady is raising the multicore. The artwork relates to the masterful multicore support by Toady for the Dwarf Fortress in midwinter of 2010. Toady is surrounded by dwarves. The dwarves are rejoicing.

AngleWyrm

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Re: What *should* the Magic Arc contain?
« Reply #59 on: October 24, 2010, 08:23:27 am »

Picture a Noble with the title of Town Wizard.
You make him a Magic Shop.
In the shop, you can "Resurrect the Dead"
It requires one fresh heart of a goblin.
The wizard goes and fetches a random corpse from the nearest graveyard, and performs a ritual.
If the wizard succeeds, the corpse returns to life as the dwarf (s)he once was.
If the wizard fails, the corpse animates into a dwarven zombie, bent on killing whomever made him like that.

Back at the Magic Shop, you can "Create a Love Potion"
It requires one fresh goblin heart.
The wizard creates a magic item called Love Potion.
The nearest single dwarf comes and picks it up, and the next opposite-gender single dwarf (s)he talks to becomes his/her lover.
Unless the wizard failed. Then the result is a Grudge.
« Last Edit: October 24, 2010, 08:32:57 am by AngleWyrm »
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