#Thread of Wild Magic

25 messages · Page 1 of 1 (latest)

past granite
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A thread that gives a crit chance to spells, maybe 5% per level or 10% per level? 50% bonus damage like vanilla crits

covert pagoda
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can a it do double spell damage, but with a 50% chance of additional negative effects on the player who casts it?

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like shrink/grow the player or cause random transformations, more akin to the D&D Wild magic

past granite
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The name perhaps has too much baggage, my intention wasn't to emulate wild magic from D&D but to introduce a simple Crit mechanic for those that like to gamble with their spell damage. Double damage I think would be too much, as spell damage can already get quite high

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I just wanted a thematic name that wasn't "Spell Critical"

solid crater
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where did this idea come from

past granite
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I saw someone ask if spells can crit and I thought "They don't, but maybe we can make a way for them to"

solid crater
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this is now a thread on why the base mod needs some form of magic movement like a boom stick

karmic plinth
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Would every glyph in the spell get a chance to crit?

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Might get out of hand kinda quick

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The spell damage thread already has this problem too, every glyph gets the damage buff individually which I don't think we were super happy with

cyan merlin
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The base enchanter bangle give a +2 but it's on a chance roll

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Because even +2 on all seemed pretty big to me with all the combo and delay exploit

past granite
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So, I figure there are a few ways it could go-

  1. Apply the chance to each instance of damage separately
  2. Apply it to the entire spell with one check per spell
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if it can get applied per damage effect, I think it's actually weaker than the spell damage thread

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leaning towards the 5% chance per level, so it caps out at 15%

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if it applies to each damage effect separately then it would encourage fewer, but more powerful damage effects in the spell

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if it applies to the entire spell then that would encourage more of the damage/delay/damage shenanigans, I would think

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or you could apply the chance to each glyph separately, and limit it to one crit per spell

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but that might not be the way players expect it to work

solid crater
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how about you start with of a wild magic that when you try to cast a spell it may or may not be the wrong stuff and the least anti wildmagic the worse it will be when it does go wild

surreal heart
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crit explosion amplified. goodbye everyone.

solid crater
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ok

covert pagoda
past granite
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criticals in Minecraft are +50% damage