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The Application of Magic

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Ludicrous
Site Moderator
Level 63 : High Grandmaster Senpai
1,852




Not fancy version

Minecraft is known to be a fairly simple game, made complex by its unique crafting system and massive sandbox exploration mechanics. Though another dimension of players’ interest in the game is the beloved combat system, or at least the simplified version polished to be much more ‘spammy’ ages ago. Other than that, Minecraft has also posed much interesting mechanics and such, like the brewing stand and potions. And such, I’ve decided for this to be my main idea and basis for the potential new content for Minecraft: Introducing the system of Magic.



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What is Magic?



Firstly, and introduction to magic. As per common knowledge, magic is that act of doing something that is not normally humanly possible. Magic in media tends to lean towards the idea of people possessing the innate ability to wield magic through intense study and mental training. Others portray magic as using up something collective within a person whether it be called mana, ki or simply magic juice.



The idea of magic use in Minecraft would have to lean on the currently existing crafting system as it is what the game is known by and picking up on that mechanic would only make the addition of magic be parallel and attuned to the game much easier.



So, firstly magic in Minecraft would be portrayed in quite a few aspects and mechanics that already exist in games. One would be the addition of innate casting abilities such as throwing spells and casting incantations, both in a combat sense and a utilitarian one. Then there was the possible expansion of the brewing stand into a more robust system dubbed as Alchemy. Lastly, the possibility of rune writing can be touched, giving the system of enchanting weapons an extra kick as will weapon creation.



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New Craftables



First things first, before anything fancy with alchemy rune writing and an expanded array of new things start, it begins like how all survival Minecraft worlds begins, crafting. Of course you’re going to need a crafting bench first and foremost. Here you will craft the more mundane aspects of the expansion. Magic in Minecraft is fairly simple, magic can only be casted under the use of magical focuses such as staves, wands and orbs. Before we imbue these items with magic for use, we will need to craft them first. As which we will have a few new weapon additions to add before we do all this.



Wands

These handheld items are light and easy to handle. With the magic charged into the tip of either a piece of diamond or emerald, this focus tends to be for use under the hands of one that prefers battles dual-wielding a sword and a wand. This type of focus tends to be chargeable with potent evocation magic that falls under the pretense of ‘fighting magic’. Spells meant to hurt of encumber enemies would be best suited for this focus.



Staves

The staff is a much trickier to use in combat. Staves require both hands for use in exchange for gaining much more spells for use per charge. Staves are also able to not just have battle spells like wands do, but they also have access to more utility spells (over the wand’s only utility other than battle being alchemy) for use on penned animals, crops, and the like. But despite using both hands, staves don’t have much use in melee as its thin structure tends to make it fairly fragile, especially with the orb focus on the end.



Orbs

Now, you must be wondering about the incredibly expensive materials needed to create such a thing. Well, orbs will not be wieldable in any way, but instead they are placed as a block. Their look will be similar to that of an Ender Crystal, be it a bit simpler and smaller. Orbs would have incredible late-game effects that will make the grind much easier. Orbs have access to a small pool of spells and magic that only they have access to. Things like a small area of invulnerability to overworld mobs, golden apple effects, losing the need to eat, and other useful area of effect spells like that.



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Spells

Now then, we have our foci, we must now have a set list of spells to be used on these items. To infuse magic into these items, one must have access to an Enchanting Table. The process of use is fairly similar as well, placing the magical focus onto the specific slot as Lapis Lazuli is placed in its specific spot. The difference being the set of spells listed to be applied. You will not be seeing Sharpness or Fire Aspect in the list, instead it would take from a different pool of spells as listed here:



Wand Spells

Fire Ball

Cooldown (3 seconds)

Bring forth the power of a Ghast and shoot a flaming ball of fire right at the enemies, exploding and leaving a trail of fire upon impact.



Ray of Frost

Cooldown (5 seconds)

Calling the powers of winter, shoot a short beam of ice as the one hit by it is affected by mining fatigue and slow.



Gale Force

Cooldown (10 seconds)

Commanding the strength of the wind, create a powerful gust of wind centered around you, pushing everything around you back in all directions.



Ender Blast

Cooldown (8 seconds)

Harnessing the dark powers of the End, shoot forth a wisp of darkness as it sucks in those that stand too close it, imploding after a few seconds, causing massive damage.



Grappling Vine

Cooldown (10 seconds)

Using nature’s strength, call forth vines that entangle a single entity, preventing movement.



Water Beam

Cooldown (8 seconds)

Using the rushing power of water, cast a sudden gush of a water beam at a direction, knocking back those hit by the blast.



Staff Spells

(Including all Wand Spells)

Multiply

Using the metaphysical connection of magic, a single targeted entity would multiply, creating another copy of it.



Metamorphic Terrain

Bending the terrain to your own will, freely change a set area of a biome into another biome.



Quick Growth

Accelerate the growth of crops, saplings and other plant forms.



Slow

Cast atemporary area of effect around you, slowing all those who walk into the area while the spell is active.



Ostrich Legs

Boost your speed three folds.



Kangaroo Bounce

Jump and incredible height. Use with caution.



Feather Fall

Temporarily negates fall damage.





Orb Spells

Sanctuary

Prevents the placer from being damaged by overworld mobs (does not affect mobs that don’t normally appear on the overworld).



Growth Acceleration

All plants in the area growth two times faster than normal.



Aquatic Life

Much easier and fast for fish to grab onto your fishing line.



Satiation

When in the area, hunger is quickly filled, negating the need to eat.



Golden Immunity

The Notch Apple effect is always active in a set area.



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Alchemy and Rune Writing

Now, this section is more of an expansion on creating weapons and brewing, to give it more of a magic attuned feel and to give the players an incentive to use the mechanic. Firstly, a name change from brewing to alchemy would be much appreciated. Secondly, the addition of hidden weapon plans and secret alchemic recipes would give a new depth into pursuing these crafting trees.



Firstly, we shall begin with alchemy. The brewing system will now not simply require a set of ingredients, but will also require any wand, charged or not, in-order to brew the potion. This is to give the player the impression that this is no longer simple brewing, but full on alchemy now. Then there’s the possibility of expanding the recipe list with all sorts of wackier effect potions (maybe even taking from the spell list of the staves and orbs) that can only be obtained through chests within witch huts in the swamp biome. Again, this gives the player incentive to raid these places as most players tends to dismiss these huts when passing by them.



Then we have rune writing and magical weapons, which is the extension of the blacksmithing and crafting portion of Minecraft. Rune writing is different from enchanting a weapon. Rune writing allows an item to, not only be made durable making it lose any chance of it breaking as per most magical weapons, but it also doubles as some-sort of unique weapon brought into the game. Mostly on the basis of weapons from the game Terraria, there would be a plethora of them, but majority would end up being much quested for as creating one should be only for players in the later stage of the game as a new incentive to ‘complete’ the game. These weapons can either be looted in random dungeons, or created if the blueprints or plans for it are found somewhere.



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Last Few Words

In the end, this entire suggestion is merely on the idea of revamping the more technical aspects of Minecraft and giving it a new skin to, not only create the illusion of it being fresh, but to also give the players a much more colorful and interesting time to mess with spells of even search for a legendary magical weapon. Thus, making the player clock in a few more hours of fun in the already many hours they have in the game.





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Literally started this 3 hours before the deadline. This is last minute at its finest.

Comments : 21

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  • Stomno
  • Level 13
  • Journeyman Mage
  • September 14, 2017, 1:50 pm
Great! Minecraft need this tho:

wiki.terrafirmacraft.com/Stone-Age_Guide
  • CaffSpider
  • Level 1
  • New Crafter
  • September 10, 2017, 11:05 am
The three prerequisites for nerd domination:
1. The %s is revealed,
2. Beholder becomes Death Tyrant,
3. And humanity starts thinking with portals.
(See the references?)
  • SkyTMY
  • Level 11
  • Journeyman Miner
  • September 6, 2017, 8:37 am
I love it! Magic would be so helpful in Minecraft!
  • Beardielover
  • Level 70
  • Legendary Programmer
  • September 4, 2017, 6:26 pm
What's up with all these people saying "nerd?" Calling you nerd just because your into magic? I mean, I'm not a fan of magic myself, but everyone has the right to be into whatever they want, and shouldn't be called nerd because of it.

I think this is a unique idea, and well thought out. The font is hard to read, but there's a non fancy version so that helps.
  • _Subhuman
  • Level 19
  • Journeyman Nerd
  • September 4, 2017, 6:41 am
Love the idea! Command Blocks could some-what replicate this, but I'd love to see this (or parts of it) in Minecraft! Great work :)
so nerdy
I don't agree, there's lots of abusive features that corrupts the survival feelings of vanilla minecraft, like duplicating mobs which will lead to a creating of an infinite food source with a staff for free, or getting potion effect that requires rare resource in vanilla.....
  • Ludicrous
  • Site Moderator
  • Level 63
  • High Grandmaster Senpai
  • August 29, 2017, 11:41 pm
then dont agree
ahmmm.... yeah....., I'm not trying to be mean, it's just my opinion, I love the presentation a lot and the idea's originality, I would have gave it a diamond if I wasn't a contestant too, good job
  • Ludicrous
  • Site Moderator
  • Level 63
  • High Grandmaster Senpai
  • August 30, 2017, 1:59 am
ok
  • Sapioit
  • Level 3
  • Apprentice Crafter
  • August 23, 2017, 11:20 am
Let me expand upon that.





Mana:

- The energy needed to use magic. Would fill a meter above the XP,, hunger and health bars.
- The player will have different levels, so as to not simply get a late-game wand and become a late-game user.

- Magic levels are gained if certain conditions are applied and lost by dying or other conditions are applied. Upon death, most of the lost mana is transferred to the chunk, where it can be harnessed from.
- Mana can be harnessed by the player, requiring the introduction of a mini-game accessible from the player's inventory.
- Mana can be used and generated by blocks, crops, and mobs. Most hostile mobs hunt to get mana (allowing for some passive behavior in hostile mobs), but there are exceptions.
- Mana naturally circulates through the nature, from a chunk with to another if there is at least a 20% difference of mana.
- The default Mana values of chuncks (chunk-dependant), as well as thedefault mana transfer rate between the chunks (global), are seed dependant.
- There should be blocks that facilitate the movement of of mana in one direction, lower the movement of mana in another direction, and store or unstore mana.


Magic Cores
There are multiple types, each with 16 levels,

Multiple types:

- Village Core - allows for the leveling up of villages, as well as repelling hostile mobs and speeding up the growth of drops. First level spawns
House types: Tent (1-2 people, no magic artifact), House (1-4 people, 1 magic artifact), Villa (1-9 people, 1-3 magic artifacts)
- - Level 1: crafting tent, 1 villager (chief)
- - Level 2: + forestry tent, + farm tent, 3 villagers (farmer, wood chopper)
- - Level 3: + mining tent 4 villagers (miner)
- - Level 4: + builder house and 5 villagers (builder)
- - Level 5: - crafting tent, - farm tent, + farm house + crafting house, 6 villagers (wood chopper)
- - Level 6: - 2x forestry tent, + forestry house, + farm house, +guard tower and 7 villagers (guard, farmer)
- - Level 7: + herder house, 8 villagers (herder)
- - Level 8: + church, 9 villagers (priest)
- - Level 9: + farm house, + guard house with tower, 11 villagers (farmer, guard)
- - Level 10: + fence wall around the village , - farm house, + farm villa 12 villagers (farmer),
- - Level 11: + blacksmith house, 14 villagers (blacksmith, miner)
- - Level 12: + herder house, - mining tent, + mining house, 17 villagers (guard, herder, miner)
- - Level 13: + forestry tent, + library, 19 villagers (wood chopper, librarian), wood+cobble wall around the village
- - Level 14: - forestry tent, - 2x forestry house, + forestry villa, + guard house, + witch hut / wizzard tower, 26 villagers (2x farmer, 2x guard, herder, witch/wizard, farmer)
- - Level 15: + farm house, + market tent, + miner tent, 37 villagers (3x farmer, 2x miner, 2x wood chopper, 2x miner, merchant (introduces curerncy), blacksmith)
- - Level 16: + market house, + stables, + farm house, + farm tent, +farm tent, 2x guard tower, 53+1 villagers (2x merchant, 2x librarian, blacksmith, 7x farmer, 2x wood chopper, 4x guard), + nomad (leaves the settlement looking for a new place to start up a village, from the first level)

- Dungeon Core
- allows for the development of dungeons
- - Level 1: 1 room, 1 mobs
- - Level 2: 1 room, 5 mobs
- - Level 3: 2 rooms, 9 mobs
- - Level 4: 2 rooms, 15 mobs, 1 spawner,
- - Level 5: 3 rooms, 24 mobs, 1 spawner
- - Level 6: 3 rooms, 33 mobs, 1 spawner
- - Level 7: 4 rooms, 49 mobs, 1 spawner
- - Level 8: 4 rooms, 67 mobs, 2 spawners, 1 treasure
- - Level 9: 4 rooms, 98 mobs, 2 spawners, 1 treasure
- - Level 10: 4 rooms, 125 mobs, 2 spawners, 1 treasure
- - Level 11: 5 rooms, 149 mobs, 2 spawners, 1 treasure
- - Level 12: 5 rooms, 176 mobs, 3 spawners, 2 treasures
- - Level 13: 5 rooms, 234 mobs, 3 spawners, 2 treasures
- - Level 14: 6 rooms, 279 mobs, 3 spawners, 2 treasures
- - Level 15: 6 rooms, 369 mobs, 3 spawners, 2 treasures
- - Level 16: 7 rooms, 444 mobs, 4 spawners, 3 treasures




To level up, there should be be a formula consisting of 40% experience points and 60% mana points gatehred by the ones under the positive effect of the core (villagers for village core, mobs for dungeon core).




Improving Cores - Should be done by using things which regulate and transfer mana in order to feed mana into the mana core
hmmmm...... I'll take some of your ideas to my mod
  • Sapioit
  • Level 3
  • Apprentice Crafter
  • September 3, 2017, 1:13 pm
Please notify me when it's done. I'd like to try out your mod!
you can check my contest entry, it's about the mod.
the mod still under ideas collection so it will take a very long time, I'll notify you, I promise:-)
  • MadBadCat
  • Level 7
  • Apprentice Architect
  • August 19, 2017, 10:42 am
I read it, nice, but How much of this is ACTUALLY not images and pure text?
  • Ludicrous
  • Site Moderator
  • Level 63
  • High Grandmaster Senpai
  • August 19, 2017, 7:02 pm
theres a text version at the very bottom
  • MadBadCat
  • Level 7
  • Apprentice Architect
  • August 20, 2017, 6:11 am
That is probably a copy and paste, I noticed it. It's just the exact same text without the images.
  • Wyvern
  • Level 29
  • Expert Dragon
  • August 18, 2017, 12:05 pm
Hm the text choice is a bit weird in my opinion but theres a regular font version so thats cool too, but it would be nice if the fancy one had more readable text.
nerd
  • Xandread_X
  • Level 13
  • Journeyman Miner
  • August 16, 2017, 12:25 pm
very well done for last minute. Love the idea I feel like you got the point across really well. It would be awesome to see those weapons in game.
  • Fanjawi
  • Retired Moderator
  • Level 46
  • Master Dragonborn
  • August 16, 2017, 8:08 am
cool beans my bro

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