Magical Mod and some voxeled Creations

Celestial it’s not religion related; Demons and angels are diferent races that doesn’t have any relation with any God at all :p, so still there’s no divine powers in magic (UNLESS you pick some feats in some other books that allow to mix them together xD, There’s a PRC (prestige class) that it’s all about arcane and divine magic together… but i never liked it)

The point it’s that no matter how much you look for it, a Character, with levels in any class with arcane magic, doesn’t heal xD. Even in epic magic, it doesn’t matter how EPIC it is, magic it’s not made to resurrect people, it just Tears the world apart xD; i think the mightiest spell i’ve ever seen, was in some magical based D&D book, and it was a lvl 60 epic spell that you cast a ray and made so many D6 for damage, that you won’t have so many dices in your life to count the damage of the spell. it was awesome haha, i’ll look for it later xD

You don’t have to be sorry, i’m having so much fun with this topic showing and sharing my ideas xD, not many of my friends share all my knowledge about the magic systems in all kinds of fantasy literature and RPG games ^^, and it’s great to find people that argues against my ideas ^^, i like challenges :smiley:

EDIT: Here’s an example, Epic spell didn’t have level, now i remember, but you have to make an absurdly high Spelcraft DC; this has a Spellcraft DC of 90, and it’s FUN, i’ll look for another with higher DC; now imagine something of this happens in your city: One of the wizards die and upon his dead some thaumic reactions occur suddenly releasing a lot of Thaumic particles that combines and fuses into an uncontrolable mass of magic that finally gets the shape of that EPIC spell xDD Oh lord, i just wish my modeling and animation skills where good enough to recreate this into the game xD

FOUND IT!!!

In my opinion Angels are nonexistant and Demon is a word Mankind has given any creature from another Plane of Existance.

No you don’t understand what i am saying is that sorcerer could heal not very much but a bit.
also Wish there you have healing magic

but back to topic are you thinking about making Clerics i know it isn’t arcane but clerics fits the theme a lot

And mage hating paladins could be an awesome enemy :slight_smile:

Paladins and priests generally see Magic as Heresy and Witchcraft. Wizards do not hate Paladins or Priests but the Paladins and Priests accuse them and attack them but occasionally the two can get along with the Wizard helping the Paladins out with potions and such (There is no such thing as healing magic but Wizards can make healing potions)

that is quite much the death mechanics of the black magician trilogy. it could make some awesome stories if it gets implemented :slight_smile:

Have to read more of it TBH. It’s certainly not like LotR or D&D etc, but I did enjoy them.

Depends on the setting really. A lot of the time it’s not so much “we hate mages” as “someone has to keep an eye on people who are literally walking nuclear weapons, and who else can we trust?” :stuck_out_tongue: .

Shouldn’t be too hard actually. “If spellcaster dies and is cleric = false then deal (remaining mana * 10 damage) to all units within (remaining mana) radius” or something (assuming you want some spellcasters like clerics to not do this of course). Though you’d probably (certainly?) want a means of draining mana deliberately…

Totally agree with this ^^; And there’s a very good example of this in the Dragonlace Books, where in the past, Istar was a city ruled by a priest, and there was a wizard persecution just because they were dangerous and The ruler of Istar feelt threatened byt their power… In the end they were expeled from that tower but… just because wizards wanted to do left it xD.

Quoting Pathfinder again:

[quote=“Pathfinder PRD”][Brew potion feat:][1]
You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw
materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.[/quote]
So… you have to KNOW a healing spell in order to reproduce it as a potion, ergo, still, no healing potions from a wizard xD.

[1]: Feats[quote=“Teleros, post:86, topic:1167”]
Have to read more of it TBH. It’s certainly not like LotR or D&D etc, but I did enjoy them.
[/quote]
Then I’ll give it another chance, right now i’ve nothing to read, and i’m always looking for new fantasy novels ^^.

Ok, but a Wish, it’s a Wish, it’s not cheap either, and ey, there’s only THIS spell and it’s at the top tier level xD. This is like the exception that confirms the rule.

Well first i’d like to make the wizards mod, and then, if i have time, and if i think clerics deserve it xD, maybe i make something for them. But don’t expect this at all. I’m more interested in creating a large God comunity that plays with your world, than creating zealot clerics that pray and hit undead with their maces, and think that magic it’s evil.

Yeah… programation seems like this until you start finding bugs everywhere xDDD. But fortunatelly i have some ideas about what do i want to with a wizard’s death. And it’s a little bit more complex. What i don’t know yet it’s how powerful do i want this catastrophes to be. Maybe it can destroy half of your city?? just a quarter? i know there should be a way to comeback from this disasters, but they should be significant enough to be taken in consideration by the player when he creates a wiz or Sorc… i guess i’ll make a lot of tests once i reach that point in the development ^^; Trial and error FTW! :smiley:

BTW i realy love the way i can quote in this forums, it makes soooo easy to answer people :smiley:

Hmm. The danger with a really big explosion is that you encourage people to have their wizard live far away and/or surrounded by the Stonehearth equivalent of obsidian from Minecraft :stuck_out_tongue: .

However… when are they most likely to die? Answer is when in combat, right? So perhaps an explosion that’s less harmful to sheltered units & structures, but which does lots of damage to units, would work best? Also allows for storytelling stuff, like the kamikaze wizard who saved the town etc :slight_smile: .

Another option is to have effects based on the kind of spellcaster. Having a cleric martyred die in battle could actually provide a temporary buff, whilst the necromancer’s death causes the recently slain to rise up for a while, etc. Maybe someone else has really random effects when they die. Course this would mean a lot more work, but something to consider anyway.

I know it’s going to be hard, but to make a mod it’s never easy xD;

Actually, these dangerous things that happen when a spellcaster dies, doesn’t happen always, if you’ve taken some measures, when your wizards and sorcs die, they will just rest in peace.

And the effect will be randomized, not only explosions and such. You’ll never know what will happen. And, yes, i’ve thinked about different effects based on the class of the wiz and sorc that dies… i’m making a list on other design documents, and it’s a bit longer everyday. Thanks of course to some suggestions i’m picking here and there :wink:

This is another feature i’d like to introduce, and i’m thinking about a possibility to sacrifice your wizards, with some kind of “Last Spell” that uses the life of the Wizard or Sorcerer (and has some other side effects), to cast an Uber spell that probably saves your city… This time.

Yes, but combat can happen inside your city if the enemy surpass your defenses; And, we still don’t know if the citicens can go mad if they don’t feel happy (like in DF), so I don’t know how hard it’s to keep them alive xD; If we take starvation, and thirsty in consideration too… and other random factors like rolling a 1 when your crafting something magical with a high risk of accident… or rolling too many 1s in spellcraft cheks xD

I didn’t thought about this, but it’s an option that the players can do to avoid side effects, you can always build a nuclear reactor really far away, but wizards and sorcs need to be close to the city to be usefull.
Also if you build them really far, they can be an easy prey for the goblins, and… well, you can always surrond them in blast-resistant materials, but magic explosions don’t follow common physics rules, and as i said before, they don’t explode always like a Bomb; although, wizards can craft various items (items to wear and items to make buildings) to be able to protect the city from themselves.
Anyway, i’ll give the players reasons to build the magic buildings inside his city; and i’d like that the building could have diferent purposes, so you can focus your building as a defensive structure, or a really usefull nexus-like structure that works as a logistic centre (with different bonus and special features to make the city more efficient) aaaaaahh i want to make sooo many things T_T

EDIT. i think that from now on, instead of mentioning wizards and sorcs when i want to talk about both, i’ll just type SC = Spellcaster as a word to name both classes. When it’s something specific i’ll use the appropiate name