Magiclysm: A Total Fantasy Overhaul

Hey i have some suggestions that i thought after seeing the new bleed spell. You can call a new tree like Blood Magic or insert in the animist tree,

Absorb Blood: Absorb blood on the ground recovering a bit of your blood pool. Cost 35 mana

Blood Siphon: Drain blood from a target that has a open wound. Regen your blood pool and decrease the target blood pool. Has a range, if you go over that range the link is undone canceling the spell, higher levels means the range is higher. Maybe the transfer rate too, depends in how powerful the spell is. Maybe use the mana cost to balance if the spell is overpowered.

Blood Coagulation: Costing / of a limb that you chooses. You make the target blood coagulates, slowing them down each turn and dealing a increasing each turn amount of damage. Kinda like a vegetative grasp spell but a bit more powerful cuz cost mana, a limb health and its single target.

Blood Fountain: Costing ; of a limb and mana. You make a target that is already bleeding bleed more for exemple the zombie has a minor bleeding if you use this the minor bleeding goes to bleeding and if you use again major bleeding. Can be used to combo with Blood Siphon or Absorb Blood.

Blood Spike: Costing I of a limb and mana. You make the target blood create spikes, dealing a great amount of damage and creating multiple major bleeding. Difficult spell, and medium mana cost, you are paying a full limb bar for it.

Manafy Blood: Costing your blood you transform blood into mana. Regenerates instantly X(depends on the level) amount of mana.(scrapped)

Blood Buff: Costs your blood and mana. Accelerate the blood flowing rate, increasing your stamina regen by 15%. Causes minor pain after the effects run out.

Blood Javelin: Costs blood and mana. You shape your blood into a very sharp javelin form. Projectile, deals piercing damage, higher level higher damage, can hit mutiple targets if they are in a line( allowing the player to think about strategies in how to use it), higher levels means faster casting time too and higher range.

Coagulate Wound: Makes a target wound stop bleeding. Can be used on yourself or on a companion. Cost 100ish mana. Low tier spell with only 5 levels higher levels means that the casting time is faster.

All spells come in a book called “Blood and How to Manipulate It” Description: This book cover is made of human leather and its dripping blood non-stop.

What you guys think? If the response is fairly positive ill try to code it. If you guys have any suggestions about this spells and how to change it ill hear it too.

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Not sure where exactly to report bugs – and this is a minor one to be sure – but the technomancer’s toolbelt is apparently not considered a ‘tool’ despite having tool properties.

When you try to do something that would normally require a tool with, say, hammering… it doesn’t detect the hammering quality on the belt, and unless you have another tool with hammering, it wont work.

It’s not a gamebreaking issue by any means, but might be something to look into when you have the time.

Wanted to weigh in on some thoughts / suggestions if you’d like the feedback:

** For summoning spells that level it would be nice if they progressed like so: creature > more of creature > better creature > more of better creature > etc.

So summon wolves would go: Wolf > Wolves > Dire Wolf > Dire Wolves, etc.
Summon Skeleton could go Skeleton > Skeletons > Skeleton Warrior > Skeleton Warriors > etc
So on and so forth

** It would also be GREAT to see more quality of life minor magics. Earthshapers being able to shape stairways up or down, biomancers being able to AOE sterilize/clean items and the environment, Kelvinists being able to weld without tools, etc.

** A taming spell, or animal-empathy on steroids sort of spell would be great for druids. Imagine setting your base up in a swamp or ant-hill and daring zeds to attack?

** Earthshapers seem like they should be the kings of entrenchment / fortification. A spell to spawn pits, trenches, deep mud or the like would be great. (Especially if they had a means to ignore such difficult terran. Off the top of my head a spell that turned solid ground to mud and back again would be great: Turn an area into sludge to bog down zombies before re-solidifying it while the horde is wading in waist deep.

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Just as a random thought. Both Druids and Animists do a decent amount of summoning, which itself risks the two classes ending up a little ‘samey’ or one defaulting to the ‘better’ option over the other.

So what if animists ‘summoning’ was done through crafting and fetishes, but their spells centered more on buffing / aiding their minions? If at all doable, maybe they ‘craft’ a permanent NPC from body parts Frankenstein-style?

For druids the mix of nature spells and sudden surges of wildlife would contrast a more methodical take on animists. But deny them the option of saving their mana for solely for spells since they wouldn’t have pre-prepared summons (Just on-demand ones)

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Try unload the toolbelt pockets of all items before using it. There used to be an old bug where anything put in the toolbelt would make it useless and maybe the bug has returned.

Earthshapers can dig aoe pits and raise stone walls, both of which are rather nice.

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You know, since zombie evolution keys off of what killed them, maybe including a track for cold and force elements wouldn’t be so bad.

Additionally, we have road and survivor maps, tourist and restaurant guides already. It would be pretty neat if there was one that marked magical landmarks like academies, towers and magic shops.

There is vacation brochure which marks magic cabins (and maybe something else?) and lair map which is kinda obvious.

The something else is the wizard tower on a lake.

One question I have is how do you find dragons?

4x4 cyan "F"s shown as “swamp”. If you see fog and lizard people, then down there, at level about -3 or -4, is a dragon hiding in the cave. Better bring clairvoyance and phase door/quantum tunnel/probability travel. Or scuba gear, I guess (gl finding it, though).
Also you can sometimes find young black dragonlings just chilling out in swamps. I guess it’s quite rare spawn, I have only seen one so far.

I have found the lizard people before but never managed to get past lvl -2 and never even knew if there was more before giving up.

I haven’t played cdda in a while and I have a question about the unarmed weapons/equipment. I have noticed that I don’t have to wield the stone gauntlets to get their attack bonus. Does this also apply to the blocking bonus? I am afraid my character will attempt to block with legs if a martial art permits it. Do all equipment with blocking bonuses block first?

Edit: and how do the stone gauntlets interact with tae kwon do now? Have there been changes to whether kicks or fists are the same?

If you have an aura up you still need to wield them as that interferes with the gauntlets(atleast it did a month ago).

Do the spells in this mod have graphics/fx?

a few of them do, though most of them don’t right now.

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Golem perception range and pursuit ability seems very high for what you’d expect to be big/sluggish guardian creatures. They seem to even have scent tracking? Not sure about that, but they seem deeply persistent unless I have weak-scent. I’d expect golems to use visual only pursuit?

Given that they often seem to spawn randomly out in the middle of no-where and you can get iron golems on day one, I’m finding them a little frustrating for my early starts.

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I don’t remember about other golem types but plastic ones appear to have perfect night vision (unless it was fixed it recent couple of weeks). Is it intended?

Perfect night vision would be fine for something like a golem - but it should probably have somewhat short range perception overall. They’re classically guardians, not hunter/killers.

I’m personally fine with plastic golems being hunter killers - then again, I have a motorcycle and am leading them through the city to clear it out.

Just popping in to state what’s probably already obvious: The effort involved in getting any particular piece of dragon armor (let alone an entire set) is massive (for just the scale torso/legs/arms suit, and assuming all the right proficiencies, kill around five adult [or 13-15 young] dragons for enough scales, spend ten to twenty-ish hours butchering, fifty hours making essence, twenty-eight hours making tanning hides, fifteen days on the armor itself, plus the effort involved in finding and killing that many dragons in the first place). The armor’s best asset is its coverage and encumbrance, but demon chitin is comparable with a fraction of the effort. It could probably use a gimmick to make it feel more worth the time.