First off, I'm going to say, although this is a suggestion to introduce Magic into Minecraft, it's not "Me-sa uses Icey blastees and blewed up st00f!!!" This is a quality suggestion.
In the world of Minecraft, magic is all around us, Ender Pearls, Nether Portals, Enchating, even the Nether itself shows magical properties. Magic, however, is even within us (in Minecraft, that is!), and you must harness materials to draw upon their essence, and create: Glyphs.
Glyphs are basically Magic, but require effort to gather resources to make Runes, which are crafted into Glyphs.
Glyphs will be forged in a 5x5 "crafting table" called an Arcanist Chart. You must mount an Arcanist Chart on a wall, and then you can convert certain items into Runes, and arrange the Runes into Glyphs.
Crafting an Arcanist's Chart:
------P--P--P------------
------P--E--P------
------P--P--P
P=Paper
E= Eye of Ender
Now here comes the tricky part:
Runes form into Glyphs
Each Rune has 3 "supports", the ingredient(s) that hold the "Charge" together.
All Runes are engraved like so (The leaves are being engraved into the logs:
------ -----
-- -----
------
There are 4 elemental Runes, each with 3 Tiers:
-Air Runes (made from Sand(T1)/Gun Powder(T2)/Tier 2 Air Rune(T3)/ engraved in Chiseled Sandstone) produces 3 per engravement
-Water Runes (made from Water Bottle(T1)/Lapis Lazuli(T2)/Tier 2 Water Rune(T3)/ engraved in Obsidian) produces 6 per engravement
-Earth Runes (made from Dirt(T1)/Soul Sand(T2)/End Stone(T3)/ engraved in Netherbrick) produces 3 per engravement
-Fire Runes (Made from Coal/Charcoal(T1)/Fire Charge(T2)/Blaze Rod(T3) engraved in Obsidian) produces 6 per engravement
Now we get to the next phase: Glyphs.
Using the Arcanist's Chart again, we can now make Glyphs out of Runes.
These are the basic, Tier 1 Glyphs.
Air Blast (T1) Does 1 Heart of damage.
---A---
A-A---
Water Blast (T1) Does 1.5 Hearts of damage, 3 Hearts to Blazes, Magma Cubes, and Endermen.
---A--
---A---
-AAA-
Earth Blast (T1) Does 1 Heart of damage.
-A-A-A-
---------
---------
Fire Blast (T1) Does 1.5 Hearts of damage, but heals Blazes and Magma Cubes.
-A---A--
---A---A
-----A---
Here, you can see that Fire and Water seem severely underpowered here, because each Glyph is more expensive, but keep in mind that each time you siphon the essence out of the items, you get 6 Runes, while Earth and Air only get 3.
Now for some fun Glyphs...
A=Air Rune
B=Water Rune
C=Earth Rune
D=Fire Rune
Frost Bolt (T2) Does 2.5 Hearts of damage, does 1.5 extra Hearts if the target was already under "Frost" condition (See below).
--A--A--------------
B--B--A
--A--A
Smokey Wind (T2) Does .5 Hearts of damage for every .5 seconds for 3 seconds ("Poison condition).
--A--A--A--
--D--D--A--
--A--A--A--
Ignite (T3) Inflicts the Burning condition on the target, for 4 seconds.
----D----
---D-D---
--D---D
----D----
Conditions
-Frost: Obtained when hit by a Frost Glyph. Slightly lowers Player's speed.
-Poison: Hurts the Player over time.
-Dazed: Player cannot move (lasts only .5 seconds, max)
-Knocked back: Player shoots backwards.
-Burning: Hurts you until the spell wears off or if you jump into water.
Notes:
-NO MATTER WHAT, GLYPHS WILL NOT BE STACKABLE!!! This keeps them balanced.
-Fire Glyphs don't "burn aw da wittle woodlend creeturs" (They can't catch anything on fire, except Mobs).
Reminds me of a slighly better system I found on Getsatisfaction where, in a new dimension, you could collect Runes that could be crafted with various materials to create different runes that made area-changing effects when placed.
In the world of Minecraft, magic is all around us, Ender Pearls, Nether Portals, Enchating, even the Nether itself shows magical properties. Magic, however, is even within us (in Minecraft, that is!), and you must harness materials to draw upon their essence, and create: Glyphs.
Glyphs are basically Magic, but require effort to gather resources to make Runes, which are crafted into Glyphs.
Glyphs will be forged in a 5x5 "crafting table" called an Arcanist Chart. You must mount an Arcanist Chart on a wall, and then you can convert certain items into Runes, and arrange the Runes into Glyphs.
Crafting an Arcanist's Chart:
------P--P--P------------
------P--E--P------
------P--P--P
P=Paper
E= Eye of Ender
Now here comes the tricky part:
Runes form into Glyphs
Each Rune has 3 "supports", the ingredient(s) that hold the "Charge" together.
All Runes are engraved like so (The leaves are being engraved into the logs:
------ -----
-- -----
------
There are 4 elemental Runes, each with 3 Tiers:
-Air Runes (made from Sand(T1)/Gun Powder(T2)/Tier 2 Air Rune(T3)/ engraved in Chiseled Sandstone) produces 3 per engravement
-Water Runes (made from Water Bottle(T1)/Lapis Lazuli(T2)/Tier 2 Water Rune(T3)/ engraved in Obsidian) produces 6 per engravement
-Earth Runes (made from Dirt(T1)/Soul Sand(T2)/End Stone(T3)/ engraved in Netherbrick) produces 3 per engravement
-Fire Runes (Made from Coal/Charcoal(T1)/Fire Charge(T2)/Blaze Rod(T3) engraved in Obsidian) produces 6 per engravement
Now we get to the next phase: Glyphs.
Using the Arcanist's Chart again, we can now make Glyphs out of Runes.
These are the basic, Tier 1 Glyphs.
Air Blast (T1) Does 1 Heart of damage.
---A---
A-A---
Water Blast (T1) Does 1.5 Hearts of damage, 3 Hearts to Blazes, Magma Cubes, and Endermen.
---A--
---A---
-AAA-
Earth Blast (T1) Does 1 Heart of damage.
-A-A-A-
---------
---------
Fire Blast (T1) Does 1.5 Hearts of damage, but heals Blazes and Magma Cubes.
-A---A--
---A---A
-----A---
Here, you can see that Fire and Water seem severely underpowered here, because each Glyph is more expensive, but keep in mind that each time you siphon the essence out of the items, you get 6 Runes, while Earth and Air only get 3.
Now for some fun Glyphs...
A=Air Rune
B=Water Rune
C=Earth Rune
D=Fire Rune
Frost Bolt (T2) Does 2.5 Hearts of damage, does 1.5 extra Hearts if the target was already under "Frost" condition (See below).
--A--A--------------
B--B--A
--A--A
Smokey Wind (T2) Does .5 Hearts of damage for every .5 seconds for 3 seconds ("Poison condition).
--A--A--A--
--D--D--A--
--A--A--A--
Ignite (T3) Inflicts the Burning condition on the target, for 4 seconds.
----D----
---D-D---
--D---D
----D----
Conditions
-Frost: Obtained when hit by a Frost Glyph. Slightly lowers Player's speed.
-Poison: Hurts the Player over time.
-Dazed: Player cannot move (lasts only .5 seconds, max)
-Knocked back: Player shoots backwards.
-Burning: Hurts you until the spell wears off or if you jump into water.
Notes:
-NO MATTER WHAT, GLYPHS WILL NOT BE STACKABLE!!! This keeps them balanced.
-Fire Glyphs don't "burn aw da wittle woodlend creeturs" (They can't catch anything on fire, except Mobs).
I will add more content later. Stay tuned!