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Mrvideogame

Primal magic

Feb 1st, 2015
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  1. Primal blood magic ideas:
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  3. Written as a scroll ahead of time. You "Craft" a scroll using a setup, with the effect and respective key defined at this point. Right clicking with a scroll bind the effect to the key. Depending on the items used, the effect differs and if the spell can use set items(Shards can buff power, slates can lower cost.).
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  5. The perks of this system is that you willingly create spells so someone can't complain about dying without ever starting blood magic. A player can have a few extra scrolls on there person to change effect in the field. Scrolls can easily be traded between players.
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  7. Concepts:
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  9. Perhaps some effects can have a variable cost, so that each cast has a chance at having a lesser or greater then average cost. This would cause players in theory to take risks, and feel lucky when they get a lesser cost. An example would be a three point spell has a five percent chance of costing one, a ten percent for two, seventy percent for three, ten for four, an a five percent for five. This would reflect the imperfect nature of primal magic, and perhaps a slate shift the odds more in your favor.
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  11. I'll run with the idea that an effect might have a "Cast time", so accidentally tapping the button doesn't trigger a warp home effect for example. While casting, the players movement attribute is greatly lowered.
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  13. Possible effects:
  14. Note: I will be giving numeric values for cost, so "one" is half a heart and "Two" is a full heart.
  15. {Template:
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  17. Name, cost, level(Norm is normal,blood is weak blood shards, demon is demonic blood shard, crystal is demon invasion shards), does it need a reagent item and if so what.
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  20. Utility effects:
  21. Red lamp, one, norm, no: Creates a temporary blood lamp block that emits a redstone signal and despawn after a few seconds. Just a generally useful effect.
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  23. Fell tree, two,norm,no: Used on a log, this effect breaks a log and all nearby logs. A quick and easy way to grab a few logs in the field.
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  25. To build a bridge, three, norm, no: Creates a quick bridge of spectral blocks in the direction you face, to quickly cross a gap.
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  27. Need a light, two, norm,no,: In an area centred on the the activator, scan for blocks dark enough to spawn mob and place a blood light.
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  29. Risk, eighteen, blood, weak shard: An area around the player becomes "Warded" to prevent mob spawns. Lasts a minute or two.
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  31. Pass it on, one, norm, no: A simple convenience effect that lets you utilise a basic or complex spell using keybind. Normal LP cot applies, this is just a cost to activate it without need of the crystal.
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  33. Combat:
  34. Chill, four, blood, no: Short ranged projectile light on damage, but slows the mob hit to the point of near immobility.
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  36. One little sip, two, norm, no: Allows you to bind a potion effect from a flask to this spell. Power is always one, and the duration is short, perhaps thirty seconds.
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  38. Freeze, three, norm, no: Puts out fires, chills water to ice and lava to obsidian.
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