Magiclysm: Difference between revisions
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Studying spells raises the [[Spellcraft]] skill and gives experience to level the studied spell. Casting a spell awards experience towards leveling that spell. but doesn't raise the Spellcraft skill. Each spell level awards specific bonuses to that spell (such as extra damage, range, duration, area of effect, mana cost, etc.). | Studying spells raises the [[Spellcraft]] skill and gives experience to level the studied spell. Casting a spell awards experience towards leveling that spell. but doesn't raise the Spellcraft skill. Each spell level awards specific bonuses to that spell (such as extra damage, range, duration, area of effect, mana cost, etc.). | ||
The Spellcraft skill is relevant for crafting and to reduce the chance of failing spellcasting. | The Spellcraft skill is relevant for (magical) crafting and to reduce the chance of failing spellcasting. | ||
Each spell has a set "difficulty", which is in its in-game description. The difficulty is important in determining the chance of spell failure and up to | Each spell has a set "difficulty", which is in its in-game description. The difficulty is important in determining the chance of spell failure and up to what level the Spellcraft skill can be trained by studying that spell. | ||
Each spell in Magiclysm is associated with a particular class ( | Each spell in Magiclysm is associated with a particular class (although there are a few classless spells), each of which represents a school of magic. There are eight classes in Magiclysm, consisting of four pairs of opposing classes. Aligning with one class prevents you from accessing spells from the opposing class. | ||
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Revision as of 00:17, 18 January 2021
Magiclysm is a in-progress mod available in the current experimental version of C:DDA (introduced 0.E (Ellison)). It adds plenty of fantasy elements incompatible with the base game, such as a spell system and some Dungeons and Dragons- inspired monsters. Planned updates include the addition of supernatural dungeons filled with magical dangers, as well as loot.
Spell System
Studying spells raises the Spellcraft skill and gives experience to level the studied spell. Casting a spell awards experience towards leveling that spell. but doesn't raise the Spellcraft skill. Each spell level awards specific bonuses to that spell (such as extra damage, range, duration, area of effect, mana cost, etc.).
The Spellcraft skill is relevant for (magical) crafting and to reduce the chance of failing spellcasting.
Each spell has a set "difficulty", which is in its in-game description. The difficulty is important in determining the chance of spell failure and up to what level the Spellcraft skill can be trained by studying that spell.
Each spell in Magiclysm is associated with a particular class (although there are a few classless spells), each of which represents a school of magic. There are eight classes in Magiclysm, consisting of four pairs of opposing classes. Aligning with one class prevents you from accessing spells from the opposing class.
Class | Opposing Class |
---|---|
Kelvinist | Stormshaper |
Biomancer | Druid |
Earthshaper | Technomancer |
Animist | Magus |
Descriptions:
- Magus: "A tradition as old as magic, the magus focuses on binding and shaping the energy of the universe to their will."
- Animist: "The animist tradition is a relatively new school of magical thought, formed through combination of many older ways that focus on harmony and connection to the natural world. This does not mean that animists are passive: the natural world is a savage place."
- Kelvinist: "Disciples of the great Archwizard Lord Kelvin. Kelvinists focus their magic on manipulation and control of the temperature of their environment, leading to spectacularly powerful explosions or bone-chilling cold."
- Stormshaper: "Stormshapers follow ancient arcane disciplines of meditation and harmony with the winds and tides that shape the planet. Through their deep connection to these forces, they can request powerful changes."
- Technomancer: "Technomancers are the new breed of modern magician, blending their arcane might with their advanced knowledge of the fundamental nature of the universe. They use technology to enhance their magic and vice versa."
- Earthshaper: "Earthshapers have allowed their minds to sink deep within the stones and metals of the planet, and become one with its secrets. To a master Earthshaper, spells can be as permanent as the stones they are created from, and time is measured in geological eras."
- Biomancer: "The Biomancer focuses on manipulating and even absorbing flesh; their own, and that of other living or dead things. Most other wizards find their powers gross and disturbing, but no one can question the potency of their abilities, and certainly not their adaptability to any situation."
- Druid: "Druids follow a wild tradition of allegiance and rebirth within the world of nature, especially the cycle of death and rebirth that is the plant world. A powerful druid is as much a part of that world as the human one."
Spells By Class
Below is a list of spells for each class. Classless spells aren't associated with a class.
- Classless
Acid Resistance
Aura of Protection
Blinding Flash
Crystallize Mana
Dark Sight
Ethereal Grasp
Greater Acid Resistance
Magical Light
Megablast
Obfuscated Body
Translocate Self
- Magus
Cat's Grace
Eagle's Sight
Escape
Fox's Cunning
Gravity Well
Haste
Magic Missile
Magus Rune
Mana Beam
Mana Blast
Mana Bolt
Ogre's Strength
Phase Door
- Animist
Animist Rune
Ignus Fatuus
Necrotic Gaze
Recover Mana
Recover Pain
Smite
Summon Decayed Pouncer
Summon Skeleton
Summon Zombie
- Kelvinist
Burning Hands
Chilling Touch
Cone of Cold
Finger Firelighter
Fireball
Frost Armor
Frost Spray
Glide on Ice
Hoary Blast
Ice Shield
Ice Spike
Kelvinist Rune
Point Flare
- Stormshaper
Call Stormhammer
Ionization
Jolt
Lightning Blast
Lightning Bolt
Lightning Storm
Stormshaper Rune
Wall of Fog
Windrunning
Windstrike
- Technomancer
Animated Blade
Bless
Holographic Transposition
Holy Blade
Invisibility
Lamp
Laze
Lesser Quantum Tunnel
Manatricity
Mirror Image
Spiritual Armor
Synaptic Stimulation
Taze
Technomancer Rune
X-ray Vision
- Earthshaper
Clairvoyance
Earthshaper Rune
Lava Bomb
Move Earth
Piercing Bolt
Pillar of Stone
Rockbolt
Seismic Stomp
Shardstorm
Shardspray
Stonefist
Stoneskin
Stone's Endurance
- Biomancer
Acidic Spray
Biomancer Rune
Coagulant Weave
Conjure Bonespear
Cure Light wounds
Flesh Pouch
Grotesque Enhancement
Pain Split
Paralytic Dart
Vicious Tentacle
Visceral Projection
- Druid
Bag of Cats
Cause Bear
Druid Rune
Kill Fungus
Nature's Bow
Nature's Trance
Purification Seed
Root Strike
Sacrificial Healing
Sacrificial Regrowth
Vegetative Grasp
Wooden Shaft
Magiclysm Monsters
The Magiclysm mod brings some monsters such as Trolls, Golems, Demon Spiderlings and others.
Magiclysm Craftables
The Magiclysm mod also adds some new options for crafting, such as potions, armor made from dragonhide, spell-class equipment (such as the Druid composite bow and Technomancer toolbar) and more.