i wondering here if the player will select wich spell and when it will be casted or will be automatic like the marksdorfs fire?
Valid point, I would like to see a different 'v' screen called Magic where you can highlight the spells they should cast, some spells will have different reload times so a fireball will launch like marksdwarf bolts while a smoke cloud will be cast but the mage would run away if he wasn't a soldier.
I mean, some short of alchemy, not like in fullmetal alchemist series, but I mean, equivalent exchange? in the way that if you are enought stupid or desperate to try summoning a dragon or mega critter out in a pinch, you should consume instead of a generic fancy "magic dust" vital or spiritual energy, and if you dont have what it needs to summon such epic creature you shall pay the price of your greed, maybe with more than one of your limbs or organs... I still think that Dwarf fortress universe needs some short of magic, in a way that it can exist in harmony with the real logic of the game, thats why i think of some short of alchemy-magic.
Yes, in my opinion alchemy should be in the game, but it should be less magical and more magical chemistry type stuff. It shouldn't be lead to gold but rather 'add this plant juice to your meals and it will act as a hunger suppressant*'. While idle, Alchemists should randomly get 'magical' plants that you could normally not gather, and they should store it in the food pile. They should be set to do not cook/brew and cannot be eaten raw. Likewise they should be moddable.
Alchemists should be able to create specific recipes out of specific creature parts yes, like a fire imp stomach will give you a barrel of fire, or a cave floater will give you a noxious toxin that you can spread on spears (once that's in)
* So it will temporarily stave off hunger but once it wears off the dwarf will be borderline starving
I don't believe there should be mana or magicka or whatever the cool guys are doing, but it should physically stress the dwarves, like fireballs make the dwarf thirsty, but spells should also have a chance of failing (based on skill x base multiplier on the raws) failing to cast a fire spell might cause your hands to blister. Failing a water spell might cause you to summon oil (presumably you'd be summoning water to get rid of fire)
I like the idea of sacrifices, but I'd leave that to the goblins and other macabre civilizations. Organs seem overboard as the body in RL has very few redundant organs.
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runes
Personally, I have a different view on runes. Pressing b -> R should bring up a list of runes you can build, they are designated like constructions are. They should be more like magical traps then magical items. When an enemy walks over it and it activates. It shouldn't be the next atom bomb, but simple ones like:
It does very powerful damage but it only effects one person
It does almost no damage but gives you a poison that slowly puts you to sleep
It does a medium amount of damage and spreads it over a small area.
Does no damage, but disorientates over a long distance and causes them to stumble about. Possibly off a cliff.
Once the ruin is done it's done. Overall they should be more effective then traps but it should only have one shot before your mage needs to 'reload' it. I suppose there should be passive ones that function like pressure plates or floodgates.
Runes carved on soil should be very temporary, every step should wipe a little bit of it away. Once it's gone a mage will redraw it. However if the trap is deteriorated enough it might not go off, or it's effect might be nerfed. Runes on constructed or stone surfaces should be nigh permanent. Magma should get rid of them just because it already gets rid of engravings.