Throughout Minecraft's history, magic mods have played an astounding role in the development of it's community and culture. Sadly, the industry of magic modding has grown dull, repetitive, and boring. Countless "magic staff" mods flood the market, and there are only a very few magic mods which can really be considered "original", or even "good". Some examples include Thaumcraft, Ars Magica 2, Blood Magic, and Witchery... Aside from those mods and a few others like them, there really aren't many good magic mods out there.
It's time for a revolution.
Magicka aims to join the list of truly good magic mods by being as unique, powerful, customizable, and above all fun as possible. Perhaps the biggest emphasis of this is it's unique grammar-based casting system, which allows the player to build spells as they see fit, and more importantly, on the fly. With Magicka, the player has the power, not the creator.
Spells are formed from individual words, each of which has a specific meaning and effect
When cast, the individual words will change the properties of the spell
Each spell starts with a "shape word" which defines the base properties of the spell (projectile, wall, AoE...)
After it's shape word, a spell can have different words that change it's effects and properties (fire, healing, bouncing projectiles...)
Instead of creating hard-coded spells, the player will learn new words that they can use to build a spell on the fly; the more words you know, the more complex and powerful you can make your spells
Words can be learned in various ways; however, to prevent cheating across worlds, attempting to use an unlearned word will fail (except maybe in Creative Mode)
Doesn't rely on a "casting item" such as a wand or staff; the player has the power!
If possible, voice recognition casting will be an option (still not sure if I'll be able to pull this off)
Reagents, items, and magical machines galore! (because what's a mod without some random, useless junk)
Pictures/Videos
Coming soon!
Downloads
This mod is sadly nowhere near ready for testing, let alone release; make sure to check back often!
How you can help
Localization
A mod as huge as this is going to take some serious translating; while I know a bit about a few different languages, I don't know enough, and I don't trust Google Translate (good rule of thumb). If you'd like to help out, send me a PM with both the best way to contact you and the language(s) you'd like to help translate to. I'll let you know when the mod is ready to hit the localization stage!
Textures/Models
Good at creating textures or 3D models? That's great, because I'm only so-so at it. If you'd like to help out, send me a PM; I'll let you know what you can help out with!
Bug Testing
While this isn't really an issue yet, a mod as big as this is bound to have some bugs. Once the mod is available for testing, I'll be creating a Github bug tracker; reporting anything you find will really help me out =)
Support the mod!
The simplest, most basic way you can help out is simply to support the mod! Check out the banner(s) in the next section; putting them in your signature will really help people find the mod. Once the mod is available for testing, you can also help by creating reviews and playthroughs; just make sure you link back here from your video!
Woah da crap! This sounds incredible! Post screenshots when you can!
Thanks for the kind comments, guys =) I'm currently having to work around a lot of schedule issues, so development is slow, but hopefully it turns out great. (Also, this magic system is totally unique; I couldn't even find any games that used anything like it, let alone Minecraft mods ^-^ so let's hope I can pull it off!)
Looking forward for a new refreshing mod, don't give up man.
Please make it complex and not OP. I understand that the funny and overpowered stuff appeals to a more wide audience (children) but there are a lot of legendary mods that doesn't search to appeal everyone and applies very complex systems within their mods (IC2, GregTech, Thaumcraft, Botania, Minechem, Reika's mods).
I understand that going hardcore with your mechanics can scare the casual players and its risky for the mod's future. But as the examples I gave you already, those choose to go complex and balanced and they are very very successful.
Looking forward for a new refreshing mod, don't give up man.
Please make it complex and not OP. I understand that the funny and overpowered stuff appeals to a more wide audience (children) but there are a lot of legendary mods that doesn't search to appeal everyone and applies very complex systems within their mods (IC2, GregTech, Thaumcraft, Botania, Minechem, Reika's mods).
I understand that going hardcore with your mechanics can scare the casual players and its risky for the mod's future. But as the examples I gave you already, those choose to go complex and balanced and they are very very successful.
Thanks for your feedback! I fully intend to put this mod on the same level as mods like Ars Magicka and Thaumcraft when it comes to balance and complexity - most of my mods so far have been more on the simple and OP side, and I'd like to break the pattern.
I can give some suggestions for the spell system words if you can explain how it will work in detail.
This may change as I develop the mod and run into issues along the way, but this is the basic idea. Note that I use some spell words for example; these aren't actually (necessarily) what the end product will use, but they serve as an example to allow for explanation.
Word Types:
- Shape words: these dictate the form the spell takes (i.e. projectile, AoE, wall, self-affecting...)
- Effect words: these dictate the spell's basic effects (i.e. fire damage, healing, teleportation...)
- Modifier words: these dictate the more specific properties of the spell (i.e. projectiles bouncing, AoE range...)
Each word may also have "tiers", so to speak, where words sharing a similar "root" are sort of like upgraded versions of the others (for example, if "Arrus" was the word for a basic projectile, "Arranus" might be a more powerful projectile)
Basic Spell Grammar:
[shape modifiers] [effect modifiers]
Example: Arrus fallon brisingr (for sake of example, a basic fireball that's affected by gravity)
As spells get more and more advanced, their grammar gets more and more complex, until it might end up looking something more like this:
Example: Arrus fallon rangus brisingr lengtus (a gravity-affected fireball that, on hitting something, explodes into an AoE attack and causes entities to burn for an extra-long time beyond normal)
As you can see, the words should have some etymological connection to their effects, and should generally (unless they're really high-level) be simple, 2-3 syllable words. They should also, if possible, follow some sort of pattern; one idea I had, for example, was to have all the shape words end in "-us", although it could be just about anything obvious enough to be at least subconsciously recognized. All of those are for one main reason: memory. People will remember the words (and thus, be able to use them) more easily if they're connected etymologically to their effects, for example.
During spell casting, each word "activates" according to the situation and the spell grammar. For example, with the more complex spell from above, "arrus" would activate immediately, creating the projectile, and as "fallon" is a modifier of "arrus", it would also activate and affect the projectile with gravity. Upon hitting something, everything following "rangus" would activate just as if it were cast where the projectile hit, resulting in a fiery AoE attack with lengthened burntime for anything stupid enough to stay in range. Some of the most complex spells might reach 15-20 words, making them tedious to cast but ridiculously powerful (this is also one of the reasons I'm designing this as a dynamic, modular system instead of hard-coding every combination -_-).
As to mana costs, each word has it's own mana cost. The cost is calculated before the spell is cast, and the caster must have enough mana available for every single word to activate, even if some of them have no effect. Preferably, only the words that actually activate will drain your mana, but if that's not possible it will be a flat sum cost of all the words involved.
While any word that's been learned can be used at any time, words have to be learned before they can be used. They cannot be stumbled across (partly to prevent people from simply transferring really powerful words between worlds), and are learned from individual "spell scrolls". Scrolls for words you already know will probably be able to be exchanged for experience, which will help increase your mana and possibly auto-learn new words at certain levels.
Sorry if that explanation got a bit technical... It's just a fairly complicated system. If you need me to clarify anything, just let me know!
Seems nice, makes me remember the power word shouts from Elder scrolls V, which were found throughout the world and added another depth to exploration and player reward
Thanks! That actually is one of the main inspirations; some others are the Ancient Language from the Eragon books, the spellcasting system from Alfheim Online in the show Sword Art Online, and Ars Magicka 2's spell-building system. My vision for this mod is kind of it ending up as a mashup of all of them ^-^
Alrighty... I can't come up with words, but I can come up with ideas. Here I go!
First up is "Summon". This is a effect word that requires a mob modifier. More on that later. This word summons the mob specified in the mob modifier, they will fight for you. Even passive mobs! Unfortunately, they only last a certain amount of time. You could learn this word from seeing many mobs.
Mob Modifier is a modifier word, and it allows you to pick a mob for the Summon word. There is a mob modifier for each mob, so you just need to see enough of the mob to learn it.
These 2 spells should be late game.
I also suggest a AirStrike like modifier word in place, so you can PK Starstorm.
Those are my current ideas, tell me what you think ;3
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
Alrighty... I can't come up with words, but I can come up with ideas. Here I go!
First up is "Summon". This is a effect word that requires a mob modifier. More on that later. This word summons the mob specified in the mob modifier, they will fight for you. Even passive mobs! Unfortunately, they only last a certain amount of time. You could learn this word from seeing many mobs.
Mob Modifier is a modifier word, and it allows you to pick a mob for the Summon word. There is a mob modifier for each mob, so you just need to see enough of the mob to learn it.
These 2 spells should be late game.
I also suggest a AirStrike like modifier word in place, so you can PK Starstorm.
Those are my current ideas, tell me what you think ;3
Some interesting ideas! I may make the Summon word a shape instead of an effect, and have the mob itself be the effect, but I'm not sure. The airstrike idea might also make a good shape, or perhaps something like a "meteor strike" effect...
Color: It is a modifier word, and it allows you to select the colour for the spell. (Yes, I am Canadian) Pretty self explanatory, and you can learn the word by having every dye in your inventory.
Also, this isn't exactly a word thing, but it would be cool if you had a rune in front of you when casting a spell.
Explode: BOOM. Heheheh... This spell is self explanatory, and is a effect spell. If you did it on yourself, you could be a creeper. You need TNT in your inventory to learn it. This feels late game too.
Alrighty, how do you like these?
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
Color: It is a modifier word, and it allows you to select the colour for the spell. (Yes, I am Canadian) Pretty self explanatory, and you can learn the word by having every dye in your inventory.
Also, this isn't exactly a word thing, but it would be cool if you had a rune in front of you when casting a spell.
Explode: BOOM. Heheheh... This spell is self explanatory, and is a effect spell. If you did it on yourself, you could be a creeper. You need TNT in your inventory to learn it. This feels late game too.
Alrighty, how do you like these?
I like it, and both of them will definitely make it into the mod. Not sure about the ideas for learning, but I'll keep it in mind.
Throughout Minecraft's history, magic mods have played an astounding role in the development of it's community and culture. Sadly, the industry of magic modding has grown dull, repetitive, and boring. Countless "magic staff" mods flood the market, and there are only a very few magic mods which can really be considered "original", or even "good". Some examples include Thaumcraft, Ars Magica 2, Blood Magic, and Witchery... Aside from those mods and a few others like them, there really aren't many good magic mods out there.
Pictures/Videos
Coming soon!
Downloads
This mod is sadly nowhere near ready for testing, let alone release; make sure to check back often!
How you can help
Localization
A mod as huge as this is going to take some serious translating; while I know a bit about a few different languages, I don't know enough, and I don't trust Google Translate (good rule of thumb). If you'd like to help out, send me a PM with both the best way to contact you and the language(s) you'd like to help translate to. I'll let you know when the mod is ready to hit the localization stage!
Textures/Models
Good at creating textures or 3D models? That's great, because I'm only so-so at it. If you'd like to help out, send me a PM; I'll let you know what you can help out with!
Bug Testing
While this isn't really an issue yet, a mod as big as this is bound to have some bugs. Once the mod is available for testing, I'll be creating a Github bug tracker; reporting anything you find will really help me out =)
Support the mod!
The simplest, most basic way you can help out is simply to support the mod! Check out the banner(s) in the next section; putting them in your signature will really help people find the mod. Once the mod is available for testing, you can also help by creating reviews and playthroughs; just make sure you link back here from your video!
Banners:
-- Reserved for announcements --
looks cool! I cant wait to see some screenshots.
Woah da crap! This sounds incredible! Post screenshots when you can!
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Thanks for the kind comments, guys =) I'm currently having to work around a lot of schedule issues, so development is slow, but hopefully it turns out great. (Also, this magic system is totally unique; I couldn't even find any games that used anything like it, let alone Minecraft mods ^-^ so let's hope I can pull it off!)
I wish you luck on this journey! ;3
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Looking forward for a new refreshing mod, don't give up man.
Please make it complex and not OP. I understand that the funny and overpowered stuff appeals to a more wide audience (children) but there are a lot of legendary mods that doesn't search to appeal everyone and applies very complex systems within their mods (IC2, GregTech, Thaumcraft, Botania, Minechem, Reika's mods).
I understand that going hardcore with your mechanics can scare the casual players and its risky for the mod's future. But as the examples I gave you already, those choose to go complex and balanced and they are very very successful.
I can give some suggestions for the spell system words if you can explain how it will work in detail.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Thanks for your feedback! I fully intend to put this mod on the same level as mods like Ars Magicka and Thaumcraft when it comes to balance and complexity - most of my mods so far have been more on the simple and OP side, and I'd like to break the pattern.
This may change as I develop the mod and run into issues along the way, but this is the basic idea. Note that I use some spell words for example; these aren't actually (necessarily) what the end product will use, but they serve as an example to allow for explanation.
Word Types:
- Shape words: these dictate the form the spell takes (i.e. projectile, AoE, wall, self-affecting...)
- Effect words: these dictate the spell's basic effects (i.e. fire damage, healing, teleportation...)
- Modifier words: these dictate the more specific properties of the spell (i.e. projectiles bouncing, AoE range...)
Each word may also have "tiers", so to speak, where words sharing a similar "root" are sort of like upgraded versions of the others (for example, if "Arrus" was the word for a basic projectile, "Arranus" might be a more powerful projectile)
Basic Spell Grammar:
[shape modifiers] [effect modifiers]
Example: Arrus fallon brisingr (for sake of example, a basic fireball that's affected by gravity)
As spells get more and more advanced, their grammar gets more and more complex, until it might end up looking something more like this:
Example: Arrus fallon rangus brisingr lengtus (a gravity-affected fireball that, on hitting something, explodes into an AoE attack and causes entities to burn for an extra-long time beyond normal)
As you can see, the words should have some etymological connection to their effects, and should generally (unless they're really high-level) be simple, 2-3 syllable words. They should also, if possible, follow some sort of pattern; one idea I had, for example, was to have all the shape words end in "-us", although it could be just about anything obvious enough to be at least subconsciously recognized. All of those are for one main reason: memory. People will remember the words (and thus, be able to use them) more easily if they're connected etymologically to their effects, for example.
During spell casting, each word "activates" according to the situation and the spell grammar. For example, with the more complex spell from above, "arrus" would activate immediately, creating the projectile, and as "fallon" is a modifier of "arrus", it would also activate and affect the projectile with gravity. Upon hitting something, everything following "rangus" would activate just as if it were cast where the projectile hit, resulting in a fiery AoE attack with lengthened burntime for anything stupid enough to stay in range. Some of the most complex spells might reach 15-20 words, making them tedious to cast but ridiculously powerful (this is also one of the reasons I'm designing this as a dynamic, modular system instead of hard-coding every combination -_-).
As to mana costs, each word has it's own mana cost. The cost is calculated before the spell is cast, and the caster must have enough mana available for every single word to activate, even if some of them have no effect. Preferably, only the words that actually activate will drain your mana, but if that's not possible it will be a flat sum cost of all the words involved.
While any word that's been learned can be used at any time, words have to be learned before they can be used. They cannot be stumbled across (partly to prevent people from simply transferring really powerful words between worlds), and are learned from individual "spell scrolls". Scrolls for words you already know will probably be able to be exchanged for experience, which will help increase your mana and possibly auto-learn new words at certain levels.
Sorry if that explanation got a bit technical... It's just a fairly complicated system. If you need me to clarify anything, just let me know!
Thanks! That actually is one of the main inspirations; some others are the Ancient Language from the Eragon books, the spellcasting system from Alfheim Online in the show Sword Art Online, and Ars Magicka 2's spell-building system. My vision for this mod is kind of it ending up as a mashup of all of them ^-^
Alrighty... I can't come up with words, but I can come up with ideas. Here I go!
First up is "Summon". This is a effect word that requires a mob modifier. More on that later. This word summons the mob specified in the mob modifier, they will fight for you. Even passive mobs! Unfortunately, they only last a certain amount of time. You could learn this word from seeing many mobs.
Mob Modifier is a modifier word, and it allows you to pick a mob for the Summon word. There is a mob modifier for each mob, so you just need to see enough of the mob to learn it.
These 2 spells should be late game.
I also suggest a AirStrike like modifier word in place, so you can PK Starstorm.
Those are my current ideas, tell me what you think ;3
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Some interesting ideas! I may make the Summon word a shape instead of an effect, and have the mob itself be the effect, but I'm not sure. The airstrike idea might also make a good shape, or perhaps something like a "meteor strike" effect...
I will continue thinking, just need some more time.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Intriguing to say the least. I'd love to see where this goes.
It is very interesting indeed! I am suggesting spell words, you can if you want as well!
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Thanks!
cant wait for this finally someone gets that a magic mod dosent need staffs XD LOL anyways goodluck on the project!!!
Alrighty... I have some new ideas.
Color: It is a modifier word, and it allows you to select the colour for the spell. (Yes, I am Canadian) Pretty self explanatory, and you can learn the word by having every dye in your inventory.
Also, this isn't exactly a word thing, but it would be cool if you had a rune in front of you when casting a spell.
Explode: BOOM. Heheheh... This spell is self explanatory, and is a effect spell. If you did it on yourself, you could be a creeper. You need TNT in your inventory to learn it. This feels late game too.
Alrighty, how do you like these?
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I like it, and both of them will definitely make it into the mod. Not sure about the ideas for learning, but I'll keep it in mind.
Thanks man, I will get more suggestions for yah hopefully every day!
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101