I'm currently working on a mod to add magic to adventure mode. I was wondering if anyone had any suggestions. Here's the plan so far:
Druidic-Nature magic, focus on alchemy and indirect attacks
Necromantic-Death magic, focus on direct attacks and enhancing combat abilities
Entropic- Spells of an entropic nature tend to be more aggressive in nature, and also less controlled
Ordered- Ordered spells tend to focus more on helping the caster than harming the target, but should the forces you've forced into taking physical form escape, expect damage to yourself
Druidic+Entropic=Stormcalling- Focus on freezing and paralyzing enemies and destroying equipment
Necromantic+Entropic=Cursing- Focus on debilitating enemies combat abilities
Druidic+Ordered=Stonemelding- Focus on enhancing caster's defensive abilities
Necromantic+Ordered=Spiritbinding- Focus on enhancing the caster's offensive abilities
Spells will require energy from each of the qualities their school has, with order having the same source as entropy, and nature having the same source as death. As a result, it may be difficult to specialize in all schools of magic.
Each school has four levels- novice, where the only thing that can be done is attempting to learn, apprentice, which has basic spells, magi, which has more advanced, specialized spells specific to the school, and archmagi, which contains permanent bound equipment, AOE, etc.
Spells-
Nature-
Draw natural energy- this takes a corpse and absorbs the residual life within it, fueling the caster's magic
Death-
Draw necromantic energy- this takes a corpse and binds the energy of the spirit to the caster
Entropy-
Draw entropic energy- this takes a crafted rune and destroys its order, absorbing the entropic energy from the destruction
Order-
Draw ordered energy- this takes a crafted rune and absorbs the energy within the carefully placed markings to fuel your magic
Stormcalling
Novice-
Learn Stormcalling- takes entropic and natural energies and infuses you with knowledge of stormcalling
Apprentice-
Freezing Blast-This damages some equipment and causes frostbite on the target
Lightning Bolt-Creates a powerful projectile that damages the outer layers of tissue, but has almost no impact force
Magi-
Numbing cold- temporarily numbs you and anything in the vicinity, preventing pain but also weakening anything relying on manual skills
Greater lightning- In addition to doing damage, it temporarily paralyzes the affected body parts as the nervous system is overloaded with electricity
Frozen Hands- Summons gloves that are permanently cold, allowing you to handle most materials easily and potentially cause frostbite to enemies, but may damage your hands if worn too long
Archmagi-
Ice armor- Like frozen hands, but covers the whole body, and is equivalent to bronze
Master Lightning- Causes severe damage to all tissue layers, and permanent loss of function in the affected body part
Icy Mist- Creates a cloud of freezing mist around the caster that will destroy flesh and cloth alike- ice armor will protect you from its effects, while enemies with any exposed body parts are at risk
Cursing
Novice-
Learn Cursing- self explanatory- Note that some other cursing spells have a chance of affecting the caster as well
Apprentice-
Sluggish reactions- numbs the target entirely, and causes severe swelling for a short time
Debilitating Bolt- A projectile that on contact with the enemy causes severe nausea and mild pain
Magi-
Crushing weight- immensely heavy projectile that will burden the target considerably if it sticks in
Open wound- target will begin to bleed from the body part for a short time
Miasma- Creates an explosion of toxins with random effects on everyone contained within
Archmagi-
Corruption- All fat exposed to this spell becomes rapidly necrotic, allowing your strikes to go deeper
Disabling Pain- Severe pain in any affected body parts for the victim
Cloud of Darkness- Causes anyone caught in it to go instantly blind for a while
Stonemelding
Novice-
Learn Stonemelding- Self explanatory
Apprentice-
Stone Shield-creates a shield of thick stone that protects well but weighs down the user considerably
Earthen Conversion- Turns raw materials like leather and cloth fire and cold-proof
Magi-
Stone shell- Creates a suit of armor that is as effective as steel against blades, but poor against blunt weapons. It will eventually disintegrate
Stonefist- Creates a heavy blunt projectile designed to break bones and cause blunt trauma
Magma Blast- Creates a cloud of superheated stone around the caster
Archmagi-
Gauntlets of magma- creates superheated gloves that will light anything flammable they come in contact with on fire- use with care
Gemblade- Creates a sword of solid diamond- razor sharp, but it will eventually return to the earth
Grind Materials- Allows you to grind materials ordinarily inaccessible into essences for powerful alchemical potions
Spiritbinding-
Novice-
Learn Spiritbinding- self explanatory
Apprentice-
Bind spirit dagger- Binds a weightless, razor sharp dagger to you for a short time
Bind spirit robe- Binds a weightless, somewhat protective robe to you for a short time
Magi-
Create soul flask- Creates a flask from a dead soul, able to hold the most caustic of potions
Trap wild spirit- Creates a projectile that causes random debilitating effects in the target
Divide Spirit- Allows you to break a corpse into many small projectiles that can easily lodge in the target
Archmagi-
Demonic Possession- Temporarily transforms you into a demon of varying strength
Sandman- A cruel spirit puts the target to sleep, but temporarily curses you with minor afflictions as payment
Bind greed spirits- Sacrificing gold coins as bait allows you to bind some greedy spirits into arrows, which when freed upon hitting the target or remaining with you too long, will curse everyone around.
Alchemy- Unlike the other schools, alchemy requires no energy to use, though it is dependent on some other schools for its more powerful potions
Novice-
Learn Alchemy- Self explanatory
Apprentice-
Create potion of pain- creates a potion that when shattered on the ground will cause severe pain on uncovered feet
Create Flask- necessary for most alchemical reactions
Magi-
Create sanguine potion- Causes severe bleeding on any exposed parts
Create frostbite potion- causes cold damage to anything exposed to it
Create flame potion- causes heat damage to anything exposed
Archmagi-
Create Corrosive Substance- A highly corrosive potion that damages almost anything, requires a spirit flask to hold
Create magma potion- Creates a potion of artificial magma- requires a spirit flask
Create paralysis potion- paralyzes anything exposed to it
EDIT: Also, obviously, runecrafting will be part of it... I forgot to put that.