Mage's Scorn

This world has Magic!

Enchanting

Wands

Runes

Spells & Spell Vision

Enchanting

Weapons and items can be enchanted.
Weapons can have elemental damage added to them.
Items can be enchanted to do work. (A shovel can be enchanged to dig while the owner is away)
Enchantments have limited use, and when run out will stop working and must be enchanted again.
Enchantments have level.
When an item is enchanted, it cannot be enchanted with a new enchantment, only replaced with the same enchantment.
  Example: A sword enchanted with lv1 fire can not be enchanted with lv1 water or lv2 fire next, only lv1 fire again.
Once an enchantment is learned, it can be applied to any items as long as the resources for the enchantment are available.
Enchantments are performed in special locations around the map, spirit shrines.
The standard spirit shrines are not destroyable, but player made ones are.
Enchantments take various items to perform.
  Example: A fire sword may require... a sword, flint/oil, and Mana Crystals
Mana Crystals are required for all enchantments.
Mana Crystals are looted from dead magical creatures (ONLY magical creatures)

Wands

Magic wands can be found, made (after acquiring the skill) with wood and a core, or purchsed from some apothicaries but they are expensive.
Wand cores are in a circle of power:
Phoenix Feather > Dragon Scale > Unicorn Horn > Phoenix Feather > ... loop
Core Cycle
Each player is predisposed to a certain type of wand and each spell is weaker (or costs more mana) if they dont have the right wand.
Correct wand(ex. Dragon) = best spell
Weaker wand(ex. Phoenix) = middle power
Stronger wand(ex. Unicorn) = weakest spell
A certain witch can tell the player which wand they are predisposed to.
At the beginning the player has no spells and must seek a wizard to learn how to handle the wands. The wizard explains the 3 cores and the predisposed issue (aswell as the magic vision).
Only after the player has found a wand will the wizard teach the player to use magic.

Runes

Spells are crafted by using runes the player has read about.
When the player reads a rune tomb, they can make spells using it.
Rune tombs can be sold to wizards.
Rune tombs cannot be used until the player learns to use magic.
They are 'Mysterious Book' and sell for 1/10th their value.
While learning from the wizard the player gains the Live and Object Target Runes, the Push and Ball Action Runes, and the Fire Element Rune.
Visit a wizard after gaining 10 more runes (excluding the 5 he gives you) to learn to craft wands.

Target Runes (3)

Live - targets living things
Object - targets objects like dirt walls and rocks
Self - Extremely hard to get, targets self for buffing spells.

Element Runes (4)

Electric - adds electricity to spell (damages)
Fire - adds fire to spell (damages)
Water - adds water to spell (damages)
  Without the Water rune, magic does not affect water (can't lift water blocks without Water rune)
Wind - adds wind to spell (amplifies direction runes)

Action Runes (6 Common)

Ball (Live only) - shoots a ball of damaging element. A damaging element rune is required.
  Effected by Grow.
Fast - increases speed of Next Runes
Invert - moves target opposite of Next Rune
Lift - moves target into the air
Push - moves target away
Stick (Object only) - sticks the element to the objects.
  If paired with Explode, it will explode on contact (like a trap).
  If paired with Ball, it will hover a ball by object (for a light source).
  If paired with Ball and Push, it will create a turret that shoots at enemies.
  If paired with Push, it will repel enemies from that spot (Invert will then hold them).

Action Runes (4 Rare)

Block (Live only) - puts up a shield of element. An element is required.
  Effected by Grow.
Duplicate (Object only) - duplicates the object.
  Ex. Object,Lift,Duplicate would place a block ontop of the existing block, creating a wall quickly.
Explode - does high damage to target
  - (Explode ends spell, nothing comes after)
Grow - Turns 1 block into 3x3 cube
  Makes monsters stronger
  Effected by Invert
  - (Mana: if Grow is before Ball or Block, mana x 2. If live Grow is at end, depletes mana)

Action runes have levels.
Players won't find a lv2 rune unless they have the lv1 version.
A lv2 rune is stonger, but costs more mana.
Gaining a lv2 rune does not remove the lv1 rune (players can still use their lv1 runes if they wish).
Example:
lv1 Stick + lv1 Push + lv1 Invert: Lasts 30 seconds(Stick) and pulls(Push + Invert) enemies of a small size.
lv2 Stick + lv2 Push + lv2 Invert: Lasts 60 seconds(Stick) and pulls(Push + Invert) enemies of a medium size. but costs twice as much

Spells

Spells run off mana that slowly refills.
More mana can be gained through special Essence Pedistals.
Each rune added uses a certain amount of mana.
More mana used during the spell, the longer the cast time.

Spells are created with:
- 1 Target Rune
- up to 1 Element Rune
- up to 3 Action Runes

Spells are stored in the spell book.
Shift+scroll can scroll through spells when the wand is equipped.
When a wand is placed on the belt, you must chose a spell.
Mana does not regenerate until the spell has ended.
If a lv1 Stick spell lasts 30 seconds, the mana used will not regen until after that 30 seconds has expired.

/* spells are stored as string arrays
 * effects are decided by comparing against the arrays
 */

Spell Vision

Using [Alt] toggles Spell Vision.
When Spell Vision is on, the plaer can see spells more clearly while non enchanted things are subdued.
All living creatures are visible aswell as casted spells and enchantments (magic items, protected blocks and such)
Spell vision does not work before the starting town is destroyed.
When the player leaves the starting town (after it has been destroyed) spell vision starts immediately.