Magiclysm: A Total Fantasy Overhaul

This is kinda a noob question but, since it’s directly in reference to Magiclysm… Figured I should ask about it here instead of the Noob thread. Is it possible to learn magic if you make a character with a base profession? Or is it only possible if you use one of the ones added by the mod itself?

As long as you have Magiclysm active on your world, you can access spells either through one of the professions added by the mod, or books and scrolls that spawn in the world (usually in bookshelves)

Keep in mind that you can’t learn every class of spells, as each class has a trait which blocks your ability to learn the other class. For example, a Magus cannot become an Animist.

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Thanks but, what if you don’t have a magic trait? Can you earn one somehow while playing?

For sure. You can earn a magic trait by studying and successfully learning a spell from that class. You just gotta get lucky with a spellbook spawn, and spend time studying it.

Oh, also, you might need to go into your keybinds and add a key for the spellcasting menu, otherwise you’ll have a hard time casting anything at all, regardless of magic ability.

Alright thank you. Any recommendation for a keybind for it?

Assuming you use the keypad for movement, I find the END key is pretty handy.

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I have one last question. If say I become a magnus, I know that the Animist one gets blocked off but, can I still later on get technomancer spells or is it a one school of magic thing only?

I use F2. Also, if you want to gain mana traits, like those you can get upon character generation, those are also available through various mutation trees.

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As far as I understand it, you can have more than one but the classes each have their opposing class that you cannot take if you have them. For example, if there are 6 total classes you can pick 3 to use and then 3 will be unavailable to you.

Think of it like an incompatibility thing. An ice mage is going to have a hard if not impossible time casting fire spells but water spells and wind spells aren’t out of their reach, as a generalised example that fits across most fictional settings.

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MutaMan is correct in the general sense. when you try to learn a spell, it’ll tell you exactly what you’re getting locked out of, and there are 4 pairs of opposing schools.

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is intended that demon spiderlings doesnt attack other mobs (i herded some zombies to only kill the remnants) whereas the owlbear attacks everything in sight (unless it changed, have encounter any recently)

I’ve found out that the mighty owlbear can be taken down by a baby-faced, no more than a couple days generated, naked man with a wooden spear and 3 burning rags arranged in a 3x1 wall of fire that blocks its path between the player and it. Its pathfinding may need a bit of a tune-up methinks. At any point in time it could’ve walked around the fire wall and destroy me, especially since it’s probably somewhat intelligent and faster than a player usually.

Slings and a sack of rocks work if you have the patience.

Damn, usually if im lucky i just run into an horde an hope they kill each other, although i think it was because of the trauma back when the spawn rate wasnt fixed, got to find one just getting out of the evac shelter

KorG, quick question.

What in the Christ is a Nothic and why on earth is it capable of doing 173 damage with a single hit?

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That’s not right. A bug? They ignore armor but they should only be hitting in the 20s? as far as I have experienced. But welcome to the club I was slaughtered by 3 of them back when they weren’t properly locked up

Courtesy or Vormithrax

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Are the AOE spells currently bugged (fireball, cone “of” spells, etc…)? They don’t seem to hit all the enemies within their area of effect, sometimes far fewer it seems. Is this as intended and do I just not understand how those spells are actually suppose to distribute their damage? Great mod by the way, I love it.

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Zombies dodging my fireball :frowning: . They all must be rogue or monk zombies, thanks.

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