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 Dwarf Fortress File Depot » Major Mods » Spellcrafts Mod - Magic and Monsters for DF
      
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File Listing: Spellcrafts Mod - Magic and Monsters for DF
Last Updated: Nov 09, 2020, 06:26:48 pm
First Created: May 23, 2012, 11:00:37 pm
File version: 5zB
For DF version: 0.47.04
Downloads: 121 (6,061) Size: 461.4 KB
Views: 420 (21,914) Type: ZIP
Home:  Spellcrafts Forum Thread
Rating (1 votes): 4.5 / 5.0
Description
Here is an upload of my secrets, interactions, and creatures associated with magic. Currently working on some new things and improvements to the system and delivery methods.


Extra Civilizations/races now available in folder (raw/objects)/Addons - Spellcrafts/Civ Set. Not all civs have been recreated


The secrets currently provided are as follows:

Secret Spheres:

ANIMALS - mammals, reptiles and birds
BIRTH - transformation results in dropped body part raised as a zombie "child"
BLIGHT - blight spell harms/kills plant/fungi creatures. Raise dead spell targets specifically plant/fungi.
CAVERNS - Meant to make a creature more fit to travel in the caverns. Time spent in the caverns should add increasingly stronger effects. Might not work right now.
COURAGE - The power to inspire your allies and incite them to join your adventures
DARKNESS - Total blindness, sight through magic. Can blind opponents. Summon the dreaded Lo
DEATH - necromancy
DEFORMITY - Transform enemies into crazed kobolds or sasquatches, transform people you dont like into mudfish.
DEPRAVITY - A "depraved sorceror" who behaves a lot like a vampire.
DISEASE - Fling around substances that bring contagious syndromes.
EARTH - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you.
FATE - Resurrect the dead, either as a spirit orb or in body
FIRE - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you.
FOOD - remove need to eat and drink from critters nearby, effect lasts a couple months or so. Also transform pets into feedlings and master chefs.
HEALING - various healing spells to restore and preserve
LIGHTNING - Warrior spells for elemental combat using lightning.
METALS - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you.
NATURE - Biomancy effects moved here, Separated into warrior and summoner variants.
NIGHTMARES - cause a target to lose consciousness intermittently. Also evokes emotions of terror, panic etc. and summons scary critters
REBIRTH - resurrects the dead, not as zombies but returning their souls as well.
SILENCE - steals away a target's ability to speak. Not a super useful ability.
SPEECH - allows a target to speak. Talk to animals!
SUN - makes one a vampire hunter, granting them the strength to hunt down vampires.
THRALLDOM - Control the minds and bodies of others, paralyzing them or putting them to sleep, make neutrals willing to follow you as companions, create undead thralls.
THUNDER - Warrior spells for elemental combat using thunder.
WATER - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you.
WIND - seperate warrior and summoning secrets - one to fight with and one to make the elements fight for you.
WISDOM - makes a target capable of thought and learning. It's not permanent, so an animal will lose the ability after fast travelling or a significant period of time.


Mundane schools
these "schools" of magic can be learned by the player or dwarves by use of reactions. They're not meant to be as powerful as secrets, but nevertheless have their uses in and out of combat. Each school specializes in certain spheres or groups of effects, but there is overlap between schools. Each school uses different items as part of its reactions.

Generic: this is a catch-all school that includes many basic offensive and defensive effects. It requires no special equipment besides an inscribed slate and aether salts.
Aetherial: this school specializes in "pure" magic, that is aetherium as a material and its effects unassociated with any mundane sphere or material. An aether focuser is required.
Hyazith: this school employs fire and frost to destroy opponents. Focuses primarily on combat. The Hyazith Athame is used as part of the rituals to summon its essences.
Polybestia: the magic of shapeshifting, both of your own body and of your enemies. Can also protect oneself and others from conversion spells.
Medisephos: School of medicine, protection, and conquering ones bodily limitation. One can breathe underwater, halt bleeding, even regenerate ones entire body, including missing limbs.
Dementia: School of Demon worship. Become a vampire, werebeast, torture and kill people with ease. - Learned in the Conjuring Circle
Kineroch: the school of storms, sending enemies to their graves with thunder and lightning, powerful winds and debris. Uses the Kineroch Athame in rituals.
- Others are WIP



Plants;
Some new plants that can be used for various purposes
- Balmleaf - leaves grant disease resistance and alcohol additionally provides recuperation bonus
- Sleeproot - extract can put a creature to sleep for extended periods
- Lovers' Barb - causes temporary personality changes and removes sterility, encourages dwarves to fall in love more easily
- Soul Melon - Cannot be grown, powerful attribute bonuses for a time
- Milk Bulb - No special effects, makes alcohol, extracted for milk to make cheese - Basic Alchemical Ingredient necessary to make most potions.
- Water Bulb - Consumption can remove the need to breathe, allowing one to practice swimming safely.
- Death Rose - Extremely toxic, do not consume. Give extract to people you dont like.

History

Version 5zA
- removed some causes of worldgen crashes
- added a couple new plant creatures
- blight sphere now zombifies plant creatures

Version 5.15
- updated summoning creatures in conjuring circle to essence > summon-unit interaction
- fixed some bugs causing worldgen crashes and errorlogs.
- aether salts can be generated for free over time (a 1% chance of producing one each time the reaction is run)
- Kineroch magic school almost finished. - available in "test magic" reaction in adventure mode.
- First rendition of new racial and cultural magic distribution almost finished.

Version 5.1-Beta
- updated things to new df version
- healers, summoners, necromancer use new effects.
- fixed bug causing werebeasts to show up as tavern visitors and wreck your shit without warning
- fixed naming convention issues
- made most interactions between familiars, enchanting basins and people non-verbal so they aren't constantly outputting combat reports
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 97443136f910ac8a2759c99caa4f31ec4637b2298fe836fc2c82e9b49013a969
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 Spellcrafts - Another Lame Magic Mo (v 1.2)  » posted by ironhand67 on Apr 07, 2013, 05:59:36 pm
need help pleze making charas or system.
raxib@hotmail.com hax\ving trouble pasting script to wix.com
any place to put it?
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 Spellcrafts - Another Lame Magic Mo (v 1.2)  » posted by ironhand67 on Apr 07, 2013, 06:01:19 pm
paste on your site .14 uds paypal thank u.
please test my stuff.
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 Spellcrafts - Another Lame Magic Mo (v 1.2)  » posted by vendigear on Jul 13, 2013, 10:15:06 pm
So you do update this! Great!
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