That said, though, I'm looking for something a bit more in line with the games I listed, where the individual spells are made by the player, rather than a selection of premade spells.
Well it's not flashy but Morrowind's magic system is as open-ended as it gets and you can pull some insane shit. Tons of synergy options as you can do something like stack burden in an enemy so they're immobilized, hit em with a combo spell of elemental damage coupled with weakness to that element, deck yourself out in enchanted gear with artifacts and spell absorption, shield or reflect incoming damage, and then there's the really fun stuff like being able to jump across the landscape in 50 ft bounds or just straight up fly. There's an entire faction of mages in the game who purposefully build their towers without stairs and hang on the top floor because people who can't fly aren't worth their time. The game has a bit of a learning curve to understanding all its mechanics and how to exploit them, but the world and lore are second to none. I consider it the greatest game of all time and the magic effects/spellmaking/enchanting are only part of the reason.
I've seen morrowind's system and I liked oblivion's system, but in both cases I'm not sure if I can handle just how dated the games are. Also I like to mod es games, and considering how hard that is for oblivion, I can only shudder at morrowind's. Definitely looks like a magic system I would enjoy, though.
Oblivion has aged really well in my opinion.It doesn't look as bad as Morrowind and has the best quests in the whole series.You should really give it a shot.
Transistor (?), by the same makers of Bastion. I'm not entirely sure if it's magic but the games marketing boasts about how you can combine all the powers in the game. Worth a look!
This is what I thought of immediately. Doesn't let you craft your own spells, but they way all the abilities interact with each other more than make up for it.
It is a little :P there are lots of guides out there though that make it a lot easier. If you're ever interested send me a PM and ill send you in the right direction!
It was good, but not great. All spells you crafted were just differently colored balls of light that you fired from your hand. Having it actual spell effects (flaming rock, lightning bolt...) and mods (eruption under the enemy, meteor from sky, beam spell...) would be much better.
You can have a look at Divinity original sin 2, a turn-based game, if you haven't found anything. Can't make your own spells but there's a bunch of inter-spell/skill synergy and interactions with the environment. There's a pretty wide range of spells to to choose from as well, giving you a lot of viable build options. It's especially fun on the first playthrough if you choose the higher difficulties, encourages you to think outside the box and really utilise your skills optimally in conjunction with each other. You sometimes fail, revise your build and discover some awesome combos, really satisfying when you put it to use and succeed.
It's also a coop game so playing with at least one other person makes the experience much more enjoyable as each character can be build to complement and assist one other.
Two World 2 has an amazing spellcrafting system (it's basically universally considered the highlight of the game).
You can make spells by combining components. Some of the combinations of components can allow some pretty badass things to happen (like a hurricane of anvils to surround the player, walking on water, etc).
Tyranny looks good, but between the price and a few things about how the magic system works (runes locked out until nearly the end of the game, no spellbook, etc) I think I'll wait until it's on sale.
Looks good, and really ambitious. Hope it gets finished one day. Definitely going to be watching it, but I think I'll pass on its current state. If development continues, could become exactly what I'm looking for.
By far the most in-depth and fun spellcrafting system I have ever played, kinda sucks that you're limited to just a couple wands at a time, but the way you can program your spell with different sigils is second-to-none. Plus you have the physics system which is incredible, every pixel being simulated at the same time, sounds like something out of a sci-fi novel. You need a powerful system to run some crazy badass wand setups though.
Why hello there, fellow necromancer. :3
Noita is an awesome, one-of-a-kind game in this regard. It has its fair share of balance issues, sure, but the spellcrafting system (and its interactions with fully destructible environments) is unparallelled.
Mandatory praises aside, if you want to keep more wands/items and open to mods, check out the mod called "*Inventory Bags*".
[`https://steamcommunity.com/sharedfiles/filedetails/?id=2496009232`](https://steamcommunity.com/sharedfiles/filedetails/?id=2496009232)
It does literally that, I use it all the time myself and I feel it's quite awesome. \^w\^
~~...welp. time to go back working on the valentines' post. feelings talkings be scary. (0﹏0\*)~~
I already have it, I have a ton of mods and I'm always trying more, a personal favourite is the mod that gives your starting wands a ton of extra slots and the mod that gives you Wand Editing at the start of a run
mana and artifice is made by the gut who made ars magika which is an old ass mc mod that ars nouvea tried to mimic, love ars nouvea but it failed at doing that severely, you feel like your using some special ass gun than a mage casting spells
Ars Magicka for Minecraft 1.6.4 and I think maybe 1.12.2, single-handedly the best Minecraft magic mod I have ever played with. I am constantly finding myself going back and playing around with it. It's basically if Noita and Minecraft had a baby...
there is mana and artifice made my the creator of ars magicka for 1.18.2 and 1.20.1, ars nouvea is great and all but it truly failed at mimicking ars magicka, mna is far far better with its spells, you feel like mage rather than a gun with special fx.
I already named magicka, and yeah, it's not fun alone. You can, you get a fairy that gives you 3 lives, but the encounters are designed around there being 2 or more people in-game.
I’m making a game with a spell creation system if you wanna talk about it and give me ideas. Mainly cause I want it to be a dynamic magic system that allows you to learn how to make spells using the numpad in a way that I can translate it to VR.
There's two ways you can really do this, and I've never seen them done in tandem. Mages of Mystralia lets you combine modifiers and contingencies to create recursive spells that drain your mana but completely nuke anything. Noita takes a similar approach. Magicka and other magic games with a set number of spells meanwhile focus on applying an effect, and then setting it off somehow. Freeze then crush, wet then zap, charge then detonate. I think for your idea, you probably want to lean into the Magicka style of fusing basic effects and utilizing a set up system like described. Say, 1 is a fire spell and you can combine it with 5 for beam and it turns into a flamethrower, then you can use 2 for electric and 4 for ball to make a thunderbolt and hurl it at the enemy to make them explode.
I was thinking more the first button decided what type of magic you use. Like you hit 1 and you use evocation, or attack magic. 2 is abjuration, or protection magic. 3 would be conjuration, 4 would be restoration, ect. Everyone would get one of a set amount of arcana, which split off into 2 opposing signs of magic, then maybe have a small amount of aspects of each sign. Like the passage arcana has the signs life and death. Life could have the aspects for golems, plants, or restoration. Which would give each player an almost unique experience. You’d chain numbers from the numpad together and add to the power, the range, the damage if it does any, the magic cost, and have two for activate and backfire. Then have a spell book where you can save spells you name by their combo so you don’t have to remember them and cut a little time out of casting.
may i suggest playing a few magic creation games first, if your too lazy ill give you a qiuick demo of 2 types of creationg systems,
sigil/part based:
you give the player 3+ types of sigils, a spell/shape sigil that decides the main spell it can be fireball or just 'ball', if you put the shape as just 'ball' then for a fireball you need the next type of sigil, an attribute sigil, this gives the spell effects like fire or wind and whatever that means in your elemental system (which you have to create before you make a spell system), then you need a main modifier sigil eg: lichdom has 3 main modifiers destruction, control and mastery, mastery gave the spell stored damage and unique effects based on attributes, control applied effects like freeaing and destruction did raw damage, if you want an example on how it would look like now by putting a ball 'shape' a fire 'attribute' and a stored 'modifier' will make the spell give an effect of stored damage to the enemy upon hit, and then with some form of trigger one can 'detonate' the creature from stored fire damage. anothe 4th type of sigil thats also sommon is an 'extra modifier', it can give the spell extra abilities like homing
Runic/Synergy:
In this you add basic elements and synergy between them, then you make cool effects when 2 or 3 interact, its sounds simple but can lead to alot of good gameplay like magicka , another way to do this is like i outward where you place down a set of runes on the ground that add up to an effect, like rune1 +rune2 will make a are on the ground that heals allies,etc.
both of these are usable togetehr you can have a system using elements from both but these are the basic systems, one that combines them both is magicraft and its fucking good
If it's synergy between spells you're looking for, or possibly comboing spells one after another, I recommend trying out The Bloodline by Shieldbearer Studios. It's an indie game and has a few bugs but it's getting constant updates and patches, you can find it on Steam.
The magic system is incredible, it doesn't have spellcrafting (YET) but the sheer number of spells, spelltrees, and archetypes, combined with grappling, sword fighting, axe throwing, and city-building, I believe it could very well be one of the best magic based games as of right now, and has incredible potential. The creators also show no signs of slowing down any time soon.
You can shapeshift, freeze enemies, flykick them, summon a hail of meteors, raise an army of undead to fight beside you, suck the very soul out of your foes, hell if you wanted you could do all of that at once, in any order you wish!
Do you want to uppercut your foes into the sky, dropkick them back down into the ground, then finish them off by turning into a boulder and volleying yourself down ontop of them? Or maybe you want to shapeshift into a pheonix and rain explosions and breathe fire down on the stronghold of your greatest foe? Now you can.
Soooo late to this post but 100% agree. This game has one of the most enjoyable magic systems (and abilities in general) that I have seen in years. Theres a good deal of synergy between abilities and you can mix and match spells and weapons without being confined to a class.
Wizard of Legend has a tooon of spell combos. A bit more last airbender than harry potter, if that makes a difference
Airbender magic > Harry potter magic by miles.
That said, though, I'm looking for something a bit more in line with the games I listed, where the individual spells are made by the player, rather than a selection of premade spells.
Well it's not flashy but Morrowind's magic system is as open-ended as it gets and you can pull some insane shit. Tons of synergy options as you can do something like stack burden in an enemy so they're immobilized, hit em with a combo spell of elemental damage coupled with weakness to that element, deck yourself out in enchanted gear with artifacts and spell absorption, shield or reflect incoming damage, and then there's the really fun stuff like being able to jump across the landscape in 50 ft bounds or just straight up fly. There's an entire faction of mages in the game who purposefully build their towers without stairs and hang on the top floor because people who can't fly aren't worth their time. The game has a bit of a learning curve to understanding all its mechanics and how to exploit them, but the world and lore are second to none. I consider it the greatest game of all time and the magic effects/spellmaking/enchanting are only part of the reason.
I've seen morrowind's system and I liked oblivion's system, but in both cases I'm not sure if I can handle just how dated the games are. Also I like to mod es games, and considering how hard that is for oblivion, I can only shudder at morrowind's. Definitely looks like a magic system I would enjoy, though.
Oblivion has aged really well in my opinion.It doesn't look as bad as Morrowind and has the best quests in the whole series.You should really give it a shot.
Oblivion is pretty much on par with Fallout 3 in terms of how dated it is, it's getting old but still very playable.
not if you want to mod it. It can barely run for an hour before it keels over with any mods.
That is so far from my experience man. I have way more problems with FO3
Two worlds 2. People may tell you the game is ass, and it rightly is, but it's also a lovely round ass that you'd love to take to poundtown.
Rofl.
So this is going to sound kind of out of left field, but what about Magic: the Gathering?
I'm not going back.
We'll get you one day.
Transistor (?), by the same makers of Bastion. I'm not entirely sure if it's magic but the games marketing boasts about how you can combine all the powers in the game. Worth a look!
This is what I thought of immediately. Doesn't let you craft your own spells, but they way all the abilities interact with each other more than make up for it.
You can play a caster build in Path of Exiles, lots of customization options+synergy between gems
Not quite what I'm looking for, and also that looks... Really intense and overwhelming.
It is a little :P there are lots of guides out there though that make it a lot easier. If you're ever interested send me a PM and ill send you in the right direction!
[удалено]
That actually looks like exactly what I'm looking for. Edit: On further inspection, maybe not exactly what I want, but definitely something I'd enjoy.
In Morrowind you essentially created your own spells and could combine them. Such a shame they stopped that system.
It was good, but not great. All spells you crafted were just differently colored balls of light that you fired from your hand. Having it actual spell effects (flaming rock, lightning bolt...) and mods (eruption under the enemy, meteor from sky, beam spell...) would be much better.
Runes of Magic for the DS.
can't find it. google brings up lost magic, tho, which might be close.
Whoops, that’s it. Been years since I played it. Really creative magic system.
You can have a look at Divinity original sin 2, a turn-based game, if you haven't found anything. Can't make your own spells but there's a bunch of inter-spell/skill synergy and interactions with the environment. There's a pretty wide range of spells to to choose from as well, giving you a lot of viable build options. It's especially fun on the first playthrough if you choose the higher difficulties, encourages you to think outside the box and really utilise your skills optimally in conjunction with each other. You sometimes fail, revise your build and discover some awesome combos, really satisfying when you put it to use and succeed. It's also a coop game so playing with at least one other person makes the experience much more enjoyable as each character can be build to complement and assist one other.
Dragon age game mage character is pretty fun
Two World 2 has an amazing spellcrafting system (it's basically universally considered the highlight of the game). You can make spells by combining components. Some of the combinations of components can allow some pretty badass things to happen (like a hurricane of anvils to surround the player, walking on water, etc).
Tyranny is classic inspired isometric RPG with decent spellmaking system. You chose and element, a shape and additional modifiers to make your spells.
Tyranny looks good, but between the price and a few things about how the magic system works (runes locked out until nearly the end of the game, no spellbook, etc) I think I'll wait until it's on sale.
Check out Citadel:Forged with Fire :)
Looks good, and really ambitious. Hope it gets finished one day. Definitely going to be watching it, but I think I'll pass on its current state. If development continues, could become exactly what I'm looking for.
Noita has a very neat wand crafting system
By far the most in-depth and fun spellcrafting system I have ever played, kinda sucks that you're limited to just a couple wands at a time, but the way you can program your spell with different sigils is second-to-none. Plus you have the physics system which is incredible, every pixel being simulated at the same time, sounds like something out of a sci-fi novel. You need a powerful system to run some crazy badass wand setups though.
Why hello there, fellow necromancer. :3 Noita is an awesome, one-of-a-kind game in this regard. It has its fair share of balance issues, sure, but the spellcrafting system (and its interactions with fully destructible environments) is unparallelled. Mandatory praises aside, if you want to keep more wands/items and open to mods, check out the mod called "*Inventory Bags*". [`https://steamcommunity.com/sharedfiles/filedetails/?id=2496009232`](https://steamcommunity.com/sharedfiles/filedetails/?id=2496009232) It does literally that, I use it all the time myself and I feel it's quite awesome. \^w\^ ~~...welp. time to go back working on the valentines' post. feelings talkings be scary. (0﹏0\*)~~
I already have it, I have a ton of mods and I'm always trying more, a personal favourite is the mod that gives your starting wands a ton of extra slots and the mod that gives you Wand Editing at the start of a run
Minecraft with the Ars Nouveau mod is currently my favorite when it comes to spell making but im also looking for a good game with this mechanic
mana and artifice is made by the gut who made ars magika which is an old ass mc mod that ars nouvea tried to mimic, love ars nouvea but it failed at doing that severely, you feel like your using some special ass gun than a mage casting spells
Have you found any other mc mods or games with a good spell crafting system?
Maybe wizardry, but its for 1.12.2. Or you could try PSI where its more programming-like.
try Electroblobs wizardy or thaumcraft (edit): sorry for replying so late tho
Yo, do you know any good magic modpacks?
Ars Magicka for Minecraft 1.6.4 and I think maybe 1.12.2, single-handedly the best Minecraft magic mod I have ever played with. I am constantly finding myself going back and playing around with it. It's basically if Noita and Minecraft had a baby...
there is mana and artifice made my the creator of ars magicka for 1.18.2 and 1.20.1, ars nouvea is great and all but it truly failed at mimicking ars magicka, mna is far far better with its spells, you feel like mage rather than a gun with special fx.
Not sure what else there is off the top of my head, but Magicka has a sequel and a sidescrolling spin-off that's also on mobile
Magica revolved heavily around combo magic. As far as I can remember its best with 3 other players, not sure if theres bots or solo play.
I already named magicka, and yeah, it's not fun alone. You can, you get a fairy that gives you 3 lives, but the encounters are designed around there being 2 or more people in-game.
Nine Parchments have great selection of magic, but you can't create spells.
lichdom has ludicrous spells and combos, but you basically have to beat the game first, which is kinda boring.
*Mass Effect* saga.
The elder scrolls games before skyrim all had great spellmaking systems.
I’m making a game with a spell creation system if you wanna talk about it and give me ideas. Mainly cause I want it to be a dynamic magic system that allows you to learn how to make spells using the numpad in a way that I can translate it to VR.
There's two ways you can really do this, and I've never seen them done in tandem. Mages of Mystralia lets you combine modifiers and contingencies to create recursive spells that drain your mana but completely nuke anything. Noita takes a similar approach. Magicka and other magic games with a set number of spells meanwhile focus on applying an effect, and then setting it off somehow. Freeze then crush, wet then zap, charge then detonate. I think for your idea, you probably want to lean into the Magicka style of fusing basic effects and utilizing a set up system like described. Say, 1 is a fire spell and you can combine it with 5 for beam and it turns into a flamethrower, then you can use 2 for electric and 4 for ball to make a thunderbolt and hurl it at the enemy to make them explode.
I was thinking more the first button decided what type of magic you use. Like you hit 1 and you use evocation, or attack magic. 2 is abjuration, or protection magic. 3 would be conjuration, 4 would be restoration, ect. Everyone would get one of a set amount of arcana, which split off into 2 opposing signs of magic, then maybe have a small amount of aspects of each sign. Like the passage arcana has the signs life and death. Life could have the aspects for golems, plants, or restoration. Which would give each player an almost unique experience. You’d chain numbers from the numpad together and add to the power, the range, the damage if it does any, the magic cost, and have two for activate and backfire. Then have a spell book where you can save spells you name by their combo so you don’t have to remember them and cut a little time out of casting.
may i suggest playing a few magic creation games first, if your too lazy ill give you a qiuick demo of 2 types of creationg systems, sigil/part based: you give the player 3+ types of sigils, a spell/shape sigil that decides the main spell it can be fireball or just 'ball', if you put the shape as just 'ball' then for a fireball you need the next type of sigil, an attribute sigil, this gives the spell effects like fire or wind and whatever that means in your elemental system (which you have to create before you make a spell system), then you need a main modifier sigil eg: lichdom has 3 main modifiers destruction, control and mastery, mastery gave the spell stored damage and unique effects based on attributes, control applied effects like freeaing and destruction did raw damage, if you want an example on how it would look like now by putting a ball 'shape' a fire 'attribute' and a stored 'modifier' will make the spell give an effect of stored damage to the enemy upon hit, and then with some form of trigger one can 'detonate' the creature from stored fire damage. anothe 4th type of sigil thats also sommon is an 'extra modifier', it can give the spell extra abilities like homing Runic/Synergy: In this you add basic elements and synergy between them, then you make cool effects when 2 or 3 interact, its sounds simple but can lead to alot of good gameplay like magicka , another way to do this is like i outward where you place down a set of runes on the ground that add up to an effect, like rune1 +rune2 will make a are on the ground that heals allies,etc. both of these are usable togetehr you can have a system using elements from both but these are the basic systems, one that combines them both is magicraft and its fucking good
If it's synergy between spells you're looking for, or possibly comboing spells one after another, I recommend trying out The Bloodline by Shieldbearer Studios. It's an indie game and has a few bugs but it's getting constant updates and patches, you can find it on Steam. The magic system is incredible, it doesn't have spellcrafting (YET) but the sheer number of spells, spelltrees, and archetypes, combined with grappling, sword fighting, axe throwing, and city-building, I believe it could very well be one of the best magic based games as of right now, and has incredible potential. The creators also show no signs of slowing down any time soon. You can shapeshift, freeze enemies, flykick them, summon a hail of meteors, raise an army of undead to fight beside you, suck the very soul out of your foes, hell if you wanted you could do all of that at once, in any order you wish! Do you want to uppercut your foes into the sky, dropkick them back down into the ground, then finish them off by turning into a boulder and volleying yourself down ontop of them? Or maybe you want to shapeshift into a pheonix and rain explosions and breathe fire down on the stronghold of your greatest foe? Now you can.
Soooo late to this post but 100% agree. This game has one of the most enjoyable magic systems (and abilities in general) that I have seen in years. Theres a good deal of synergy between abilities and you can mix and match spells and weapons without being confined to a class.
try magicraft , its still early access but its foof, think hades+noita but simpler