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Old December 7th, 2008, 03:23 PM
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Default Re: Why magic paths are like mod Nations.

Let's see...off the top of my head, how about metal, crystal, animism, chaos/wild magic, mentalism, shadow, numerology, and sex magic? There, that only took 10 minutes.
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Old December 7th, 2008, 04:09 PM
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Default Re: Why magic paths are like mod Nations.

Quote:
Originally Posted by HoneyBadger View Post
Let's see...off the top of my head, how about metal, crystal, animism, chaos/wild magic, mentalism, shadow, numerology, and sex magic? There, that only took 10 minutes.
Spells can be removed easily in at least two different ways.

#selectspell X
#clear
#end

and

#selectspell X
#school -1
#end

You just remove all items and spells of the path, and change all spells in other paths that come too close to the new specialization, and that's that. Say, replace Blood with something.


Metal: "Chinese 5 elements" metal or "technology and construction" metal? The latter is part of Earth magic (iron dragon, black steel, gate cleaver, mage engineer etc etc), but more on that later. The five elements stuff, however, is rather intriguing. I'd play a total conversion called Dominions: The Five Elements, with an Asian theme. I won't make it, and I doubt anyone else will, either.

Mentalism: part of Astral in Dom3.

Crystal: Earth/Astral magic in Dom3.

You could probably divide Earth and Astral spells again to create paths of Metal (forging, physical changes, constructs, telestic animations, juggernaut, stone shards/gifts from heaven/blade wind etc) and Mentalism/Crystal (crystal coins, magic resistance, mind burn/paralyze/enslave mind, etc). This should be rather simple, as it would mostly consist of redistributing existing items and spells differently between two existing paths. And I still claim that as long as no one does even that much, no one is going to create a whole new path.


Chaos magic would be interesting to see, but how would you do it? We can't mod any randomization. We can't mod spells to summon random creatures, or even summon creatures chosen from a list, or even one unique from a spesific group of uniques, or to have random effects.

Animism could probably be modded in as an alternative Holy magic which can be researched to allow for more varied effects. As far as we're theoretical, I could imagine a nation whose priests could control stronger spirits and animate stronger beings when researched reached higher levels, replacing Reanimation some mages can do.

I don't think the others would work as whole paths, except the sex magic, but I really hope that will never happen. The current game is bad enough. Blood Slaves used to fuel magic? Converting "gold to slaves"? Cross Breeding? "Unruly guards have defiled some of your blood slaves" event? I mean, sometimes it's awkward to watch a fight against amazons when there are other people around, what with all that screaming.

Last edited by Endoperez; December 7th, 2008 at 04:17 PM..
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