# Magiclysm: A Total Fantasy Overhaul

**URL:** https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612
**Category:** The Lab
**Tags:** mod
**Created:** [June 30, 2019, 7:53am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612 "2019-06-30T07:53:21Z")
**Posts on this page:** 20
**Page:** 26

<div class="post-metadata">

### Author: ![Adam](https://avatars.discourse-cdn.com/v4/letter/a/4af34b/32.png) [@Adam](https://discourse.cataclysmdda.org/u/Adam)
#### Post date: [May 9, 2021, 6:31pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/502 "2021-05-09T18:31:18Z")

</div>

The enchanted tailor’s kit doesn’t seem to be reloadable with normal thread. If this is is intended, it ought to spawn at full capacity in the shop

---

<div class="post-metadata">

### Author: ![Prustan](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/prustan/32/11124_2.png) [@Prustan](https://discourse.cataclysmdda.org/u/Prustan)
#### Post date: [May 12, 2021, 7:10pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/503 "2021-05-12T19:10:06Z")

</div>

Personally love the Magiclysm mod, pretty much always start with a Would-be Wizard, and have an idea that I would love to see added - Spell Masteries.  
Idea is that every 5(?) levels you gain in a spell you can research something to customise it, with higher spellcraft skill allowing for better options. Maybe have the option to put off the research, or research it again if your spellcraft increases. As for what these masteries could be… well, pretty much anything. For some ideas:  
Massively increase the cost of Escape in order to make it almost instant cast.  
Drop the range and raise the cost of Magic Missile in order to make it multi-cast.  
Drop the mana cost.  
Drop the casting time.  
Increase the cost in order to remove the somatic or mobility requirements.  
Raise the spell level limit.  
Increase the damage but reduce the AoE, or vice versa.

Extra idea, perhaps have the ability to cast both versions of the spell? Might be worth it for some spells, probably not for others.

Anyway, does this sound good?

---

<div class="post-metadata">

### Author: ![Yeosan](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/yeosan/32/6803_2.png) [@Yeosan](https://discourse.cataclysmdda.org/u/Yeosan)
#### Post date: [May 17, 2021, 4:04pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/504 "2021-05-17T16:04:14Z")

</div>

I would love to have one that removes or decreases the damage to “self” on certain AOEs since you wouldn’t have to worry about 1-shotting yourself on a misclick with some spells and allows you to center it on yourself when you’re surrounded.

Perhaps have one for allies too since you’re barred from using some AOEs due to friendly fire. It would likely make some of those spells over-tuned since it makes defending your base from wandering hordes significantly easier.

---

<div class="post-metadata">

### Author: ![Prustan](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/prustan/32/11124_2.png) [@Prustan](https://discourse.cataclysmdda.org/u/Prustan)
#### Post date: [May 20, 2021, 5:05am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/505 "2021-05-20T05:05:56Z")

</div>

Absolutely agree. There’s a number of Druid spells I’d like to try out, but never will since I don’t like hurting myself.

---

<div class="post-metadata">

### Author: ![GiggleGrassGatherer](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/gigglegrassgatherer/32/7743_2.png) [@GiggleGrassGatherer](https://discourse.cataclysmdda.org/u/GiggleGrassGatherer)
#### Post date: [May 24, 2021, 9:52am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/506 "2021-05-24T09:52:13Z")

</div>

Had stat-buffing spells(Cat’s Grace, et al) been changed so you can only have one at a time or is it a bug I should report?

---

<div class="post-metadata">

### Author: ![KorGgenT](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/korggent/32/12330_2.png) [@KorGgenT](https://discourse.cataclysmdda.org/u/KorGgenT)
#### Post date: [May 24, 2021, 9:13pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/507 "2021-05-24T21:13:29Z")

</div>

they’ve always been like that. that’s on purpose.

---

<div class="post-metadata">

### Author: ![Robin\_Tact](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/robin_tact/32/11206_2.png) [@Robin\_Tact](https://discourse.cataclysmdda.org/u/Robin_Tact)
#### Post date: [June 9, 2021, 5:46am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/508 "2021-06-09T05:46:48Z")

</div>

I’ve got a question about the lore- are biomancers capable of carrying out permanent changes to people?

I don’t _think_ there’s anything in-game along those lines, but can a sufficiently set up biomancer in the mod’s lore permanently alter the strength, eyesight, looks, and other physical characteristics of a person/themselves? Or are they limited to relatively ‘temporary’ transformations? With sufficient materials, are they capable of feats similar to/surpassing modern doctors?

---

<div class="post-metadata">

### Author: ![Wollwoll](https://avatars.discourse-cdn.com/v4/letter/w/8edcca/32.png) [@Wollwoll](https://discourse.cataclysmdda.org/u/Wollwoll)
#### Post date: [June 9, 2021, 6:43pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/509 "2021-06-09T18:43:32Z")

</div>

Is it conceivably possible for NPCs to eventually be able to cast spells? I’m guessing it would be too complicated for NPCs to have several or more spells, or utility spells, but perhaps a few minor attack spells like Magic Missile would be feasible? There’s also the problem of implementing NPC mana (or not)- I don’t know how complicated that would be. I’m mainly asking this because it bugs me to see NPCs have mana traits and magic classes (Magus, etc.), not to mention “wizards” that spawn, without actually being able to cast spells, and some internal consistency would be nice if possible. Thoughts?

---

<div class="post-metadata">

### Author: ![Ness](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/ness/32/9694_2.png) [@Ness](https://discourse.cataclysmdda.org/u/Ness)
#### Post date: [June 9, 2021, 10:18pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/510 "2021-06-09T22:18:23Z")

</div>

I suggest changing the description of Ichaival to better reflect its dubious origins.

---

<div class="post-metadata">

### Author: ![Prustan](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/prustan/32/11124_2.png) [@Prustan](https://discourse.cataclysmdda.org/u/Prustan)
#### Post date: [June 18, 2021, 6:25am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/511 "2021-06-18T06:25:29Z")

</div>

Are the normal and greater versions of Mana Regeneration and Mana Sensitivity locked behind a magical mutation, or do they not exist? Because Mana Efficiency has lesser, normal and greater versions, but regen and sensitivity just have lesser.

---

<div class="post-metadata">

### Author: ![KorGgenT](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/korggent/32/12330_2.png) [@KorGgenT](https://discourse.cataclysmdda.org/u/KorGgenT)
#### Post date: [July 2, 2021, 3:24pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/512 "2021-07-02T15:24:31Z")

</div>

that’s a very good question, with long-lasting balance implications. I’ll have to think on that for a while, but for now we’re goingt o keep it to temporary because permanent changes obviously have wider effects on the gameplay as a whole.

> [@Wollwoll](#):
>
> Is it conceivably possible for NPCs to eventually be able to cast spells?

> <https://github.com/CleverRaven/Cataclysm-DDA/pull/47562>
>
> \<!-- HOW TO USE: Under each "#### Heading" below, enter information relevant to …your pull request.
> Leave the headings unless they don't apply to your PR, and remove the comment blocks (surrounded with \<!–– and ––\>) when you are done.
> NOTE: Please grant permission for repository maintainers to edit your PR. It is EXTREMELY common for PRs to be held up due to trivial changes being requested and the author being unavailable to make them. --\>
> 
> \#### Summary
> Features "Implement new logic for NPCs to choose their attacks"
> \<!-- This section should consist of exactly one line, edit the one above.
> Category must be one of these: Features, Content, Interface, Mods, Balance, Bugfixes, Performance, Infrastructure, Build, I18N. Or replace the whole line with just the word None for no changelog entry.
> For more on the meaning of each category, see:
> https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/CHANGELOG\_GUIDELINES.md
> If approved and merged, your summary will be added to the project changelog:
> https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/changelog.txt --\>
> 
> \#### Purpose of change
> We've been wanting to improve the npc ai, but afaik noone wanted to carry that torch. so here i am! :D
> \<!-- With a few sentences, describe your reasons for making this change. If it relates to an existing issue, you can link it with a # followed by the GitHub issue number, like #1234. If your pull request \*fully\* resolves an issue, include the word "Fix" or "Fixes" before the issue number, like: Fixes #1234.
> If there is no related issue, explain here what issue, feature, or other concern you are addressing. If this is a bugfix, include steps to reproduce the original bug, so your fix can be verified. --\>
> 
> \#### Describe the solution
> requires #47207 as it has commits from this PR to break it up a bit.
> 
> implement a new \`npc\_attack\` class with child classes for the different styles of attacks. in this PR, that is \`melee\`, \`gun\`, \`throw\`, and \`activate\_item\`. throw has a fairly basic implementation because i needed the npc to understand that grenades needed to be thrown, and the activate item attack is for feature parity with npcs using grenades. Unfortunately, it looks pretty involved to properly estimate when it's a good idea to throw a grenade, so the likelyhood of an npc throwing a grenade is "not unless i'm surrounded, can't run, and there's no other option". grenades will have to be their own PR.
> 
> add a new method in npc to evaluate all of its possible attack options and save the \`npc\_attack\` and its data (called \`npc\_attack\_effectiveness\`) into the ai\_cache. then just activate it via npc\_attack::use.
> 
> \#### Describe alternatives you've considered
> Watching npcs throw their pants at zombies
> 
> 
> \#### Testing
> i'm writing some tests, and additionally i have run some live tests where i equipped an npc with a specific item and watched what they did with it. i can confirm that they throw items, use attack spells, fire guns, and use melee weapons. they also use grenades if their surrounded and are naked! (if they don't choose to run away first)
> I'm drafting this to get it out in the open for some code review, though i'm pretty aware that i'm not done writing up the tests.
> 
> 
> \#### Additional context
> follow ups should be, in no particular order:
> \- spell
> \- bionics
> \- mutations
> \- grenades
> \- some other item activations perhaps?

yes absolutely. it’s even pretty likely i’ll get npcs to be able to choose from multiple spells in at least a semi-smart fashion.

> [@Prustan](#):
>
> Are the normal and greater versions of Mana Regeneration and Mana Sensitivity locked behind a magical mutation, or do they not exist?

They’re part of various mutation categories, of which Manatouched is the only one with all of them.

---

<div class="post-metadata">

### Author: ![kilozombie](https://avatars.discourse-cdn.com/v4/letter/k/e274bd/32.png) [@kilozombie](https://discourse.cataclysmdda.org/u/kilozombie)
#### Post date: [July 12, 2021, 6:02am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/513 "2021-07-12T06:02:47Z")

</div>

huh, i haven’t posted on these forums in years

anyway it is virtually impossible to find ANY information on magiclysm right now. Attunements are said to be in the game via 0.F’s patch notes, but despite finding an attunement altar and trying everything i could think of, including scouring the .jsons for the mod thoroughly and searching every post the magiclysm dev has ever made in this thread, as well as trying to search through github, i can’t find _anything_ explaining what attunements are, what attunements do, or how you obtain them

a readme? a guide somewhere? just an explanation post? what’s going on here? how do you master spell trees-- there is _no_ way to find that out that i can find

---

<div class="post-metadata">

### Author: ![MrAbrahms](https://avatars.discourse-cdn.com/v4/letter/m/fbc32d/32.png) [@MrAbrahms](https://discourse.cataclysmdda.org/u/MrAbrahms)
#### Post date: [July 12, 2021, 8:23am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/514 "2021-07-12T08:23:26Z")

</div>

There’s some info on them here: [https://app.thebrain.com/brains/55fdc5fe-c744-4c3b-bff5-bffa37424c89/thoughts/21a738cb-7b86-420a-b8b5-fa5abb09d6ec/notes](https://app.thebrain.com/brains/55fdc5fe-c744-4c3b-bff5-bffa37424c89/thoughts/21a738cb-7b86-420a-b8b5-fa5abb09d6ec/notes)

---

<div class="post-metadata">

### Author: ![Valheran](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/valheran/32/10140_2.png) [@Valheran](https://discourse.cataclysmdda.org/u/Valheran)
#### Post date: [July 12, 2021, 3:47pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/515 "2021-07-12T15:47:42Z")

</div>

You master a Spell Class (Tree, as you put it) by leveling at least 2 of its spells to lvl 15. Do it at least twice, and you open up matching att. Classless spells do not count.  
Also, by choosing 1st att, you lock yourself to 2nd, so beware.  
As for even more info, you can go to Reddit, find Changelog thread, CtrlF for attunement PRs, then check their related threads, there’s at least some nuggets of knowledge there.

---

<div class="post-metadata">

### Author: ![Sh1ff](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/sh1ff/32/11339_2.png) [@Sh1ff](https://discourse.cataclysmdda.org/u/Sh1ff)
#### Post date: [July 16, 2021, 4:51pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/516 "2021-07-16T16:51:49Z")

</div>

Hello there! If you don’t mind i have a question about manatouched mutations. Specially  
“Subtle Spell”, “id”: “MANA\_SUBTLE\_SPELL”.  
It said: “You no longer need to move your arms to cast spells, due to your ley lines becoming untethered from your arms. Arm encumbrance no longer applies to spell failure chance.”  
So i was expecting to wear some winter gloves and cast my Magic Missile with-out extra mana cost, because you see - you don’t use your arms anymore, as mutation said. But… nope - i am still paying extra mana to cast.  
…  
Why???  
I could understand that before the mutation, more mana had to be added to compensate for the lack of “f#ck-you” gesture in the glove. But when you don’t need not only gesture, but even moving your whole arm is inappropriate, how does a lot of clothes on your hands affect the cost of mana to cast a spell? Especially when “your ley lines becoming untethered from your arms”.  
Thanks! 🙂

---

<div class="post-metadata">

### Author: ![Junknown](https://avatars.discourse-cdn.com/v4/letter/j/9fc348/32.png) [@Junknown](https://discourse.cataclysmdda.org/u/Junknown)
#### Post date: [July 17, 2021, 4:11am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/517 "2021-07-17T04:11:47Z")

</div>

Many spells in Magiclysm have separate penalties for arm, hand, leg and mouth encumbrance as well as low focus. Subtle Spell only removes the penalty for having heavy arm encumbrance, it does not change the penalty for wearing heavy gloves.

---

<div class="post-metadata">

### Author: ![Sh1ff](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/sh1ff/32/11339_2.png) [@Sh1ff](https://discourse.cataclysmdda.org/u/Sh1ff)
#### Post date: [July 17, 2021, 6:31am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/518 "2021-07-17T06:31:55Z")

</div>

I got this. But that doesn’t make any sense. Description says one thing, result - another. "Your ley lines becoming untethered from your arms”, - and hands are part of the arms. And you don’t need to use them to cast spells, so there should be no encumbrance penalties or extra mana-cost as well.

What am i trying to say is this is an appeal to the Magiclysm modder: "Please, change description to one with logic in it, or add another set of mutation chain that removes extra mana cost that comes from your encumbrance (add No Hands flag or smth, IDK). Pretty please, with pemmikan on top of it 🙂 "

---

<div class="post-metadata">

### Author: ![Valheran](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/valheran/32/10140_2.png) [@Valheran](https://discourse.cataclysmdda.org/u/Valheran)
#### Post date: [July 18, 2021, 9:02pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/519 "2021-07-18T21:02:08Z")

</div>

No hands mutation would be insane, you could wear all ring types for +10 all stats, +3 dodges, +2,6K mana, +25 speed, and +20 all armor types, and still freely cast spells.  
Hands penalty is the only thing that can keep us to “just” wearing 8 ring types (other than not wanting to nuke the balance).  
As to description, it could make sense if spells are only shaped with fingers, while arms are there only to deliver mana charge to your hands. So, rather than arm movement, it’s about chance for yor mana discharging into clothing. And with subtle mutation, you “fuel” your hands through your aura, or smth.

---

<div class="post-metadata">

### Author: ![Unstable](https://avatars.discourse-cdn.com/v4/letter/u/65b543/32.png) [@Unstable](https://discourse.cataclysmdda.org/u/Unstable)
#### Post date: [July 30, 2021, 8:14pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/520 "2021-07-30T20:14:52Z")

</div>

So, starting a Magiclysm church run and the churches are filled with saws, steak knives, heavy duty gloves and butcher’s knives, it looks like something is replacing item type ‘church’ with item type ‘butcher’. Where does CDDA collate the item types so I can debug what mod is doing that? I’ve got mods loaded, but they’re all just ones available from the launcher.

---

<div class="post-metadata">

### Author: ![Guy](https://avatars.discourse-cdn.com/v4/letter/g/9e8a1a/32.png) [@Guy](https://discourse.cataclysmdda.org/u/Guy)
#### Post date: [July 30, 2021, 8:54pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/521 "2021-07-30T20:54:37Z")

</div>

Is there a limit to how many concentrated mana serums you can drink before they stop granting beneficial mutations? Are there mana post-threshold mutations? I’ve managed to get Greater Mana Efficiency and Greater Mana Sensitivity, but after drinking 20 more serums all I seem to get are bad traits. I know Greater Mana Regeneration is out there somewhere…

[Previous page](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612.md?page=25)

[Next page](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612.md?page=27)
