Uses of Magic

Just about every fantasy-themed game out there has some sort of direct attack magic (e.g. fireball, etc.).  I think it'd be really cool to see serious utility out of non-combat spells, though.  In some ways, I would hope they would be more powerful, when properly used.  Things like divination, illusion, cursing farmland, causing an entire city to fall asleep (sorry - daughter was watching Sleeping Beauty the other day), etc. would all be cool, imo.

Do most people prefer a more direct approach when it comes to magic, or do they prefer magic of a subtler sort?

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Reply #1 Top

... Do most people prefer a more direct approach when it comes to magic, or do they prefer magic of a subtler sort?

Both, please. And I especially like the idea of putting a mass population to sleep. That could be awesome fun in combination with a spy/thief type of champion.

Reply #2 Top

Spells that weren't just direct-damage types would be awesome.  Spells that change the environment, like flooding or lowering/raising/otherwise affecting land would be fun and pretty effective in various situations.  Illusion and conjuring magic would also be great.

I would like to challenge Stardock to not include a spell named Fireball, actually.  It could be a way to really advertise the spell diversity :P

Reply #3 Top

Not sure how many different ways people can phrase this question to start a new thread...

https://forums.elementalgame.com/339518 that's in the elemental sub forum, front page.

https://forums.elementalgame.com/338590 that's in this sub forum, front page

https://forums.elementalgame.com/338838 another one in this sub forum, about 10 below this one

 

not trying to be a forum nazi, just saying The game is elemental: war of magic.

There "just might" be a few threads on spell possibilities. :grin:

 

 

Reply #4 Top

No offense taken, mein freund (or meine freunde, depending).  :)

Reply #5 Top

Master of Magic had a ton of non-combat spells.   So I see this game following in the same foot steps.   The above threads cover it though.

Reply #6 Top

I hope to see lots of spell that can manipulate the world and the environment in sucha  fshion that we can elude the opponent and trick them. Instead of direct combat. I wish I could see a spell of mass illusions. exemple, a vast army marching. Your opponant then sends it's own to intercept and when they finally get there and start combat they see that their weapons and or magic as no effect and then realise that they are facing illusions. During that time I sent another army and I am not attacking an unprotected town.

 

Something like that would be really cool.

Reply #7 Top

Quoting landisaurus, reply 5
Master of Magic had a ton of non-combat spells.   So I see this game following in the same foot steps.   The above threads cover it though.

I'm hoping spells can have one or more types of costs associated with casting spells.  For example a demonic type spell may cost the mage some blood(hitpoints) as well as mana for the spell to be casted.  I recall a sinbad movie where every casting of a demonic spell would cost the evil mage to become older.  Another example would be a nature type spell using herbs as well as mana for the spell to be casted.  A holy spell may require a priest to be holding a holy symbol plus mana for the spell to be casted.  I could go on and on...  but the idea should be clear.

Reply #8 Top

Quoting NTJedi, reply 7
...I'm hoping spells can have one or more types of costs associated with casting spells. ...

I'd like to see something like this also, especially if it also can be connected to quests. And now that this forum has been active for more than a season, I'm really, really wondering just how locked down the magic system plans are.

The longer the devs make us wait for some basic parameters, the more time we'll have to become too fond of ideas that just won't work with Elemental. I was really hoping for at least a couple of months where the pre-order crowd could discuss magic like we've been able to do for the unit creation and re-thought 4X economy stuff. But then I've not done an early Stardock beta before, so maybe I'm worrying too much about how little things might change after we get our fingers on those first semi-public builds.

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Reply #9 Top

I hope they won't have a system like you see in most RPG games where you just have only a few basic spells, that upgrade over time.  I rather see a huge spell pool like D&D (Baldurs gate, Neverwinter Nights) or a game like Dominions 3 where you have about 600 spells to your exposal, where you can pretty much do anything you want with magic as long as you are powerfull enough

Reply #10 Top

Well, I'm 99.9% sure the spells are going to be moddable, so eventually there will be thousands of them floating around on the web. The only question in my mind is, will modders just be able to change the numbers around a bit, or will the special features be available for change as well. One of my biggest problems with GC2 is that the module and tech bonuses are attached to the internal names or a special on-off tag, as opposed to being truly moddable.

Reply #11 Top

Quoting Noldofinwe, reply 9
I hope they won't have a system like you see in most RPG games where you just have only a few basic spells, that upgrade over time.  I rather see a huge spell pool like D&D (Baldurs gate, Neverwinter Nights) or a game like Dominions 3 where you have about 600 spells to your exposal, where you can pretty much do anything you want with magic as long as you are powerfull enough
They should really take a look at spells in Dominions 3. It's got a crapload of them, and most of them would fit into the E:WoM 'elemental dichotomy' pretty squarely. Looking at Dom3 and replicating them would be a great source for diverse spells.

But yes, I do have high hopes for a wide array of noncombat spells. No matter what kind.

Reply #12 Top

Personally, I like a bit of a blended model:

  1. Start with a large libray of effects
  2. Add a large library of and prequisites to those effects ("prequisite" isn't a great term here - maybe "side effect" is better, or even "means").
  3. Create base library of spells that use these effects and prequisites
  4. Let modders add spells as well, using these effects and prequisite

In Dom3, there's a cool spell that sends a flock of ravens to a battlefield, destroys corpses, and recovers Death Gems (a resource).  In the model above, the "prequisite" is the flock of ravens; there are two effects: corpse destruction, and death gem creation.

Getting a list of #1 is fairly straightforward, getting a list of #2 is where imagination (and probably more coding) come into play.  Dom3 does a great job coming up with ideas for #2, though of course the nature of the game engine is such that they don't have to display every effect: they just describe them.

Reply #13 Top

I wonder if it could be a good idea to combine different spells and get a distinct effect?

Let's say I have a "convert terrain to farmland" spell and a "let it rain for increased food production spell". By using both spells at once on the same spot, one could get some muddy wetland, which hinders a pursuing enemy unit to follow you.

Hm, if I rethink it: There are supposed to be around 200 spells in the vanilla game... Ok, this would be one or the other permutation... I guess, this idea is not really usable...