I think watching yuri and managing to not fap to it can help somewhat.
Magic Gayman Thread
And in the event yuri isn't attractive to the aspiring wizard?
I always wanted to have a game that procedurally generated its magic, either like an arpg where spells might drop as randomly generated loot, or an open world game where you would conduct "research" and a generated spell would pop out. You could have things like chain ice that explodes on impact or other whacky combos that would help reduce that feeling when you get the best spells and there's no where else for a mage to advance.
Well maybe watch yaoi then, it could either gross you out that your mana gets restored because you just saw the animu equivalent of a double nigger and your purity rises to max, or you will like it which means you're a literal faggot and couldn't be a wizard in the first place.
Now this is a splendid idea.
I think one way to help implement this in a great way is to provide multiple sources of magic. Like you said, spells should certainly be dropped, but I also think scrolls, grimoires, staves, wands, orbs, runes, and other objects of magical potency should be dropped.
In addition, this items should have a certain logic to them and should be able to be combined (e.g., scrolls should be able to be compiled into grimoires, individual runes should be combined into rune mosaics or other objects, etc.).
Yeah, nah.
I'm all for adding variety to the things dropped. What kind of uses did you see for these items? I would think it would be interesting if they could apply modifiers to your spells. For example, say you do get the spell of chain ice explosions, maybe you find a rune that increases the number of times it chains (something like support gems in Path of Exile might do). Then you take that rune and combine it with other runes to maybe make a better chain upgrade or a new type of area of effect upgrade? Maybe have each type of item provide changes to specific parts of the spell system? (e.g. runes can modify spell area, scrolls modify damage typing/range, etc.) I'm still kinda stuck in this random spell mindset though, so I'm interested in your ideas.
Runes are probably going to be the most flexible of the items, as they can stand on their own and be combined for a variety of effects.
Ideally, merely wearing a particular rune would affect all pertinent spells (depending on the effect in question). Ideally, there might be whole items crafted with runes (or carved full of runes, like a rune stave).
As for the random spells, I would presume that there needs to be base effects (ice damage, fire damage, conjure creature, heal self, and so forth) in order to provide some system of randomization.
The question here is how many base magic effects can we include in the magic system without 1) putting too much strain on the game engine, 2) providing enough diversity that players won't encounter the same spell often, and 3) providing vastly complex spells near higher levels.
One thing should also be considered: unique spells. If we're going to base the magic system on randomized drops that one can research, should we implement unique spells that have already been researched by better, older wizards? Perhaps they might have tremendous effects but would not be able to be used until a much higher level?
I need to go to bed, but I'll be back tomorrow. Keep the ideas coming, user.
With pleasure
Generic term for wizards, sorcerers, artificers, and other such civilized varieties of magic user.
All the attached pictures are mages.
A mage who got their powers through study and dedication to the craft of magic.
Almost always old as balls.
Some may have a cause, righteous or not, but most simply do not give a shit.
Is most likely to practice metamagic.
First pic is a wizard.
A mage who got their power through a lucky dice roll.
Alignment may lie anywhere on the axes of good/evil and lawful/chaotic, but is always on the dickish side of the dickish/chill axis.
Unlike wizards, sorcerers actually give a shit, mostly about their image.
Incapable of metamagic.
Second pic is a sorcerer.
Practically not even a mage, but they get counted anyway since they do magical shit.
Never actually shows up to cast spells.
Typically doesn't even show up at all, preferring to just make a magic sword or something and ship it to some farm boy.
I do not have a picture of an artificer due to how little the fuckers actually show up.
I like the idea behind this.
Maybe just have a few core-tech spells, like counterspell, while everything else is mashed together from various magic bits.
For instance, you can make a basic fireball by combining fire element with a bolt projection, and can tack on additional effects like making the burn victim's flesh rot off their bones or feeding their soul to a demon by adding the components related to those effects.
Why didn't the blue wizards ever get any attention? Given that Tolkein never delved into them, I'd love to see them explored in some supplementary media, especially video games.
Given the raw amount of shit in Middle Earth (The Hobbit and The Lord of the Rings doesn't cover even close to 5% of the mythos), there is a wealth of material that video games could explore. It's sad that there hasn't been any real Middle Earth game that wasn't about The Hobbit or LotR.
Battle for Middle Earth 2 had an expansion pack with Angmar and the war in the north, and LOTR: The Third Age was a thing.
Not sure what else there is though.
I just realized that this general sort of thing has actually been done before in a tabletop card game.
Pic related.
We should still keep going though, I want to see where this ends up.