Forum Discussion
LiELF
8 years agoSeasoned Ace
So, I've been thinking more about spellcasters and came up with some other things I'd like to add to my wish list. (It's getting huge, I know, lol)
Back when I used to play Dungeons and Dragons 2nd edition (dating myself here, haha) there were "schools" of magic, that were like categories for spells. They included Enchantment/Charm, Necromancy, Illusion, Summoning/Conjuring, Divination, Evocation/Invocation, Alteration/Transmutation, and Abjuration. Now, in the very famous Harry Potter story, they had something similar when students attended Hogwarts, and they took a variety of classes that taught specific types of magic. Transfiguration, Charms, Divination, Astronomy, Defense Against the Dark Arts, Care of Magical Creatures, Runes, Potions, etc. Also, there is a huge variety of fantasy fiction and media that references a plethora of magic types like elemental, nature, spirit, forces, mind, time, etc....
Now, I know that the devs can only put so much into a pack, so I'd really love to see a bunch of these categories kind of condensed into a variety of magical paths that make sense for the Sims world, that the spellcaster could choose from. It would be similar to the Vampire powers, of course, but I feel like it should be a little more branched out because, after all, magic encompasses an enormous potential. I'd like to see a way to "specialize" in a certain category, if it's possible. I brought up in my previous post that I'd like to see a variety of spellcaster types, like Witches, Wizards, Voodoo Priests, Druids, etc. who, when chosen, came with a default spell or two specific to their type, that they wouldn't have to purchase with points. For example, a Druid might come with an ability to make garden plants evolve faster (need that! ;) ), but it could still be a purchasable power option for other spellcaster types. Maybe the type of caster also determines what kind of implement they have options to use, or what kind of visual effect appears when they cast. In the same example, the druid might have an option to use a knotted staff, and/or maybe a whoosh of leaves appear when they cast. I know that might be a little too ambitious for development, but I'd still like to see it if it were possible. I suppose that implements could also just be cosmetic accessories in CAS for people who really want them. That said, I do think there should also be a way to play a spellcaster without a category, like a "wild mage" or "hedge mage", and they would just cast with their hands and maybe start off with the ability to buy a low level spell to start.
But I was thinking, also, of some cool things that spellcasters could do in game, but some of these things would be dependent on other expansions, so I don't know if it would go over well, but it would give the pack the potential to really branch out and I'd love the options to be there for "crossover" spells. Examples: If there was a "Celestial" path, it might be able to summon aliens, get someone abducted, banish aliens, etc. (Would require Get To Work). There could be a "Fauna" path that deals with the control of sims and animals, (would require pets and/or werewolves) could summon pets, maybe turn someone or themselves into an animal, turn someone into a werewolf, etc. An "Elemental" path could manipulate the weather, (would require a weather pack and/or seasons) as well as cause fires, freeze, blow sims down with wind to be dazed, etc. A "Necromancy" path could bring a Sim back to life, turn them into a ghost, vampire, mummy or zombie, or turn them back into a normal Sim, (would need, of course, other supernaturals like zombies), and change a Sim's age, etc. In any case, this would mean that a spellcaster/magic pack would have to come after some of these other things were already released, or have them included with the pack somehow.
Anyway, I have a bazillion other ideas but this post is already pretty long, so I'll leave it at that for now. But I do really want to see voodoo and druids and necromancy included somehow. Pretty please? :)
Back when I used to play Dungeons and Dragons 2nd edition (dating myself here, haha) there were "schools" of magic, that were like categories for spells. They included Enchantment/Charm, Necromancy, Illusion, Summoning/Conjuring, Divination, Evocation/Invocation, Alteration/Transmutation, and Abjuration. Now, in the very famous Harry Potter story, they had something similar when students attended Hogwarts, and they took a variety of classes that taught specific types of magic. Transfiguration, Charms, Divination, Astronomy, Defense Against the Dark Arts, Care of Magical Creatures, Runes, Potions, etc. Also, there is a huge variety of fantasy fiction and media that references a plethora of magic types like elemental, nature, spirit, forces, mind, time, etc....
Now, I know that the devs can only put so much into a pack, so I'd really love to see a bunch of these categories kind of condensed into a variety of magical paths that make sense for the Sims world, that the spellcaster could choose from. It would be similar to the Vampire powers, of course, but I feel like it should be a little more branched out because, after all, magic encompasses an enormous potential. I'd like to see a way to "specialize" in a certain category, if it's possible. I brought up in my previous post that I'd like to see a variety of spellcaster types, like Witches, Wizards, Voodoo Priests, Druids, etc. who, when chosen, came with a default spell or two specific to their type, that they wouldn't have to purchase with points. For example, a Druid might come with an ability to make garden plants evolve faster (need that! ;) ), but it could still be a purchasable power option for other spellcaster types. Maybe the type of caster also determines what kind of implement they have options to use, or what kind of visual effect appears when they cast. In the same example, the druid might have an option to use a knotted staff, and/or maybe a whoosh of leaves appear when they cast. I know that might be a little too ambitious for development, but I'd still like to see it if it were possible. I suppose that implements could also just be cosmetic accessories in CAS for people who really want them. That said, I do think there should also be a way to play a spellcaster without a category, like a "wild mage" or "hedge mage", and they would just cast with their hands and maybe start off with the ability to buy a low level spell to start.
But I was thinking, also, of some cool things that spellcasters could do in game, but some of these things would be dependent on other expansions, so I don't know if it would go over well, but it would give the pack the potential to really branch out and I'd love the options to be there for "crossover" spells. Examples: If there was a "Celestial" path, it might be able to summon aliens, get someone abducted, banish aliens, etc. (Would require Get To Work). There could be a "Fauna" path that deals with the control of sims and animals, (would require pets and/or werewolves) could summon pets, maybe turn someone or themselves into an animal, turn someone into a werewolf, etc. An "Elemental" path could manipulate the weather, (would require a weather pack and/or seasons) as well as cause fires, freeze, blow sims down with wind to be dazed, etc. A "Necromancy" path could bring a Sim back to life, turn them into a ghost, vampire, mummy or zombie, or turn them back into a normal Sim, (would need, of course, other supernaturals like zombies), and change a Sim's age, etc. In any case, this would mean that a spellcaster/magic pack would have to come after some of these other things were already released, or have them included with the pack somehow.
Anyway, I have a bazillion other ideas but this post is already pretty long, so I'll leave it at that for now. But I do really want to see voodoo and druids and necromancy included somehow. Pretty please? :)
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