Question on magic.

Our game is a low fantasy RTS about dragons, with magic being a rare, powerful thing that is searched for through archaeological means, either as recipes, or as the spells themselves. Part of the goal of magic is to be a lost art, that the civilization of old used, but was lost to time and conflict, and can be recovered over the course of the game, mainly to be used in mid to late game. Would anyone like to put forward ideas about effects of the magic, how the magic might work, ether as reusable spells, or single use craft-able items, and how powerful it should be, considering it rarity? We’d love to hear about you on this and engage our community!

2 thoughts on “Question on magic.

  1. Magic is a thing I’ve rarely seen well-done in games like yours. If I have any suggestion, it’s this: Generally, magic-casting systems don’t go over well. They’re hard to make scale, among lots of other issues. My suggestion is to focus magic into the game’s items. Enchanting systems are generally pretty good, because they form an analogue to crafting systems, which the game should have integrated well. Putting magic into your late-game crafting mechanics allows you to make usable and durable items magic alike!

    Magic as a late-game mechanic sounds fine by me. Perhaps it’s a forgotten art you discover by delving into long-forgotten realms… I also especially like the idea of some magic being a forbidden art as well; something you really shouldn’t be toying with, but will… For fun and profit, of course! Of course, I’d have no qualms about it being mid-game or early-game, too.

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  2. Dave brings up very good points above already ^^

    Personally I see all mythicals (dragons, grypgons, unicorns, ect.) as magic beings from birth, having a strong affinity for ‘the art’ without having to learn accessing their sources for years and decades. Mastery of it and having full control is very similar to every other being, though, and takes practise, focus and the willpower to achieve a certain goal.
    Depending on your ‘social level’ it takes safe places to learn an develope those skills, so in the beginning of the game where you fight for your lifeand survival little or no magic makes sense to me. Mid to end-game, if you go the path of the arts for your clan, I see no problem to make it into a powerful tool for your dragons, but make sure whatever spell is introduced that it is balanced out with the rest.
    Also keep in mind that magic is not only something for combat, but also for supporting your settlements with protection, disguise, healing as well as enourmous help in construction! ^^ (I’ve seen so many fantasy settings where magic in existance has little to no impact on how things are build.)

    A lot more comes to mind but I don’t want to write a wall of text. =)

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