I'll type my ideas and reactions as I read through it.
I have thought about magic and here are my ideas (sorry for my bad English). This is a complete project, so it is quite long. I hope you will read it and give me your ideas about it…i think that would be quite dwarfy and possibly fun.
Good so far.
First as it was said, this is Dwarf fortress. So it has to have a part of fun, it has to be random, and it can be used to be cruel (and use baby, goblins or anything like that).
...
Not so good.
First off, not everything has to be "random." "Procedurally generated," maybe, but not
random. And cruelty?
You're adding to the misconception that DF players are cruel and heartless.What is magic ? Magic in DF must be "physical", a bit realistic. By physical I say that it can’t be entirely without numbers i say that magic raises temperature by X, or raise something with XX strength etc...and be based of numbers. On the other hand, it can’t be limited by "magic XX = things get burned" or Telekinesis = "thing get moved". Of course we all prefer make !!science!! , also with magic.
Obviously it has to be numbers; it's a computer program. And what's wrong with fireballs and telekinesis? As long as
magic's properties stay constant, at least in a given world, and with some way to know at least vaguely what they are without experimentation, that's good for me.
What are the main domains of magic ? I like to name it with the 4 elements but one can be added.
"Fire"(temperature) --> magic based on temperature. Freeze/unfreeze things, Make ice walls, launch fireballs, melt ore or weapons. Basically, the ability to change the temperature of something. The size, the power and the duration (and the chance of success) of the spell depends of the level of the Dwarf-wizard.
"Earth"(fields) --> magic based on fields such as magnetic fields. Telekinesis, flying, lightning, powering things. Like the previous, the size, power the duration and the level of the wizard in that field will determine the chance of success of the spell. You could also move bones to repair fracture or (if VERY GOOD) insert a liver which was torn apart...
"water"(transmutation) --> magic based on nuclear level, the ability to change things in another. Transmutation, alchemy, mutation. Works like the previous.
"Air"(time) --> magic based on Time. Ability to create time-stasis (time-trap sending things in the future or "freeze" them, ability to make someone moving 2 3 or 5 faster during a short period, etc.), ability for everlasting life without being undead. Ability to instant kill by aging things. Like the previous the size (sending your first finger in the future is not like a complete dragon, but you should be able to send the goblin's crossbow !), the duration (1 day, 1 month, 1 year ?) and the power, as well as the level of the wizard should determine the chance of success of the spell.
"Evil/good" --> magic based on the evilness. I think that this should encompass the current magic of necromancer. Ability to raise deads (with chance of failure...and making them undead or ghosts, which would for sure no make happy thoughts among dwarves like former wife/husband/children !), to raise army of undead, to kill, necrose part of body, etc...
A bit...average, I guess. Aside from a desire to see broader possibilities, nothing too bad here.
Magician/wizard would use "Willpower" "linguistic ability" "kinesthetic sense" and perhaps focus.
Nice, tying in existing mechanics!
"Civilian" and "military" magic would use the same model. A "magic" menu would allow you to make the following things :
- Enchant an item/area
- Cast a spell
After each of these menus, a submenu would propose the type of magic you can use, i will detail it after.
- Enchant an item/area :
Like for gem workshop, you cannot choose which item you will enchant. Of course, you can link a stockpile to only enchant items you want.
The main idea is that you CAN'T know if the spell has worked, and what is the real effect of the spell unless you try it.
Alright, not too bad, except maybe the inability to choose the enchanted item.
If you enchant a door with fire, it can perhaps raise the temperature of the hand of its user by 1 °U, as well as completely freeze its user. Not very useful? Perhaps but think of a trap which would make dust of goblins or a repulsive trap ?
Wait, it'll choose a random "fire"-effect when you enchant it? How is that
not completely useless or worse? You may use that in a trap, but if you don't know its affects, for all you know it will transform the goblin into a Spirit of Flame.
And for that matter, if it
raises the hand's temperature (slightly enough that it doesn't matter, I'll add), why does it freeze the whole creature, and for that matter why wouldn't the hauler putting the door in the trap be affected (i.e. frozen)?
The main idea is that if it's furniture, it takes effect when built, if it's a finished good, when used/worn, if it's a weapon when it's used.
Sensible.
About area, same idea, but it takes longer/more items. The magical area is defined like a burrow. The spell takes effect when cast is finished and will apply to every creature when they come in the room/place. Some creatures are immune to some types of magic, a few to all types.
Sensible.
How does it works ?
The enchanted item will have an EFFECT which will modify the item or its nature, with a % chance of happening, a duration (permanent of last XXX), and a "power" (will determine how much of the item is concerned, if possible and perhaps if it's something worn every how long there is a test). You can then create doors which have a small chance of melting your dwarves (but mostly will have no effect), or changing them into a legendary cheese, or send them 2 days in the future (then they will disappear until 2 days later). Or make bone bolts completely awesome by giving them 30% of chance to instant age of 100 years anything it touch, or necrose the part touched. Or make cage that transmute things in gold...(that is good magic !)
A door that turns your dwarves to cheese? This makes the whole "unable to determine the effects of the item until it's too late" even worse!
Of course, enchanting socks is...well !!fun!!. You take the risk that each 13 days there is a 3% chance that one of your feet is torn away and sent 3 tiles away (fields magic). But it can also make you fly.
...
- Cast a spell :
I skimmed this part; some odd stuff, but not too bad, overall. Just...lengthy. Which isn't bad, as long as it's a good, organised idea.
So, you have chosen your target, and the magus has chosen the power of the strike and duration. Then there is a test of capacity. Even a novice wizard won’t have much difficulty to raise of 1°U a pond of water. Or change a cow in a bull. But shit happens. And the higher you try, the bigger it is. At each spell there is a test of mastery. There is a formula which determine if, considering (for example) the size of the fireball, and the distance of the target, etc. you actually MASTERED the magic. If you failed, then you lose control. Even the noobest magus can produce an enormous fireball of 10x10 which will toast all goblins. And even the greatest mage can make mistakes and change all your soldiers in wool earing. But if you order a noob magus to make and enormous fireball of 10x10 and pick a particularly immodest and not very cautious magus, you take the risk that he will try not to produce a small breeze of 2°U on this area…
Hm...Not sure about the idea that "apprentice wizard creates huge magical fireball on enemies because he's so stupid." Something more like "apprentice wizard creates huge magical fireball that burns himself, his master, and a couple nearby goblins, and sets fire to the grass which burns the slower non-melee goblins."
Now after the types of magic, the way to use it, where does the magic come from, and how to use it ?
Magic doesn’t come from nowhere, it is produced by energy. Energy is produced by sacred potions that the wizard has to drink and bear with him. It’s a sort of “ammo” for him.
One possibility. Or, magic's energy comes from omnipresent mana; or, it comes from within, requiring you to eat more to keep up with the increased caloric usage; or, it comes from magical artifacts, which must be used to direct all magic; etc. It should vary by the specific...schooll? of magic, of which there might be a few in a large/long world.
Stuff about altars and sacrifice-powered magic and stuff.
Alright, blood magic is good for goblins. What about dwarves?