you are tasked with reducing the base magic count to only 10, what magics do you remove and why?
(image of magic list)
you are tasked with reducing the base magic count to only 10, what magics do you remove and why?
snow, acid, ash, explosion, glass, plasma, sand, shadow, poison, wood
Anyways, I’d remove shadow, snow, wood, sand, lightning, light, fire, crystal, ice, and magma
magics that are SAVED, and are the ten survivors:
-wood
-shadow
-water
-fire
-lightning
-light
-earth
-sand
-poison
-wind
everything else becomes, I dunno…
good list, although I would replace wood with ice so that a cold magic exists
interesting opinion, i think i would remove:
-wood
-shadow
-water
-fire
-lightning
-light
-earth
-sand
-poison
-wind
you’re right
everyone must become a vitality user.
I suppose, though maybe we could just bring back the old mutation system so ice and snow are water mutations
I’ll take away all magics and reset to warrior, zerker, or warlord
survivors:
everyone must become a cold or earthen magic user
Survivors:
Fire
Water
Lightning
Wind
Earth
Light
Shadow
Acid
Wood
Ice
Assuming we HAVE to keep the original Source Magics, the other ones I’d keep would be Ice/Snow, Poison, and Explosion because those seem like they could be their own Magics instead of derivitaves of the Source Magics (heck, you could argue that Snow IS its own thing since it was only conceived for WoM). I would make the same argument for Wood, but Wood isn’t something you think of when you think of Magic, and the same is especially true for Glass.
If we don’t, I’d still keep all of the Source Magics because they’re the most basic and understandable types of Magic in media with it, so it’d be weird if there was no Fire Magic or something.
remove all magic
remove all weapons
everyone must punch eachother to death
Remove all magic
Remove all weapons
Remove all fighting styles
No more violence
10 Survivors, here is my very biased list on why.
Ice
Fire
Water
Light
Shadow
Earth
Lightning
Sand
Wind
Metal
Spirit users:
The 7 AA base magics along with plasma, magma, and ice remain. (2 of them relevant AA mutations, and ice is just there because you should ideally have ice magic in a magic game.)
These magics have a strong reason to exist:
Fire: Definitive heat magic, DOT competitor to Poison, good magic theme
Ice: Definitive cold magic
Poison: Definitive DOT magic
Water: Strong size magic identity, strong identity as a catalyst for other magic effects (temperature and lightning), good magic theme
Lightning: Strong fast magic competitor, the definitive theme for magic and mages
Earth: Definitive size and damage magic, fairly good magic theme
These magics have a weaker reason to exist, but better than the others:
Light: Definitive fast magic, blinding effect could be replaced by shadow though
Shadow: Better than the crossed out options; if light didn’t exist then it could be tweaked to be the definitive blinding magic
Wind: Theming is pretty good, knockback and being kinda fast is a lame gimmick that lightning already fulfills, maybe it’d be fine as being the definitive neutral magic?
Crystal: Odd pick, but I think having a magic that stood out as being THE gimmick magic would be fun. At least it’s effect/identity is not shared by any other magic (unlike the crossed out magics which really just act as competitors/alternatives to the idetities of other magics)
snow, glass, wood, metal, poison
crystal, ash, acid, magma, explosion
this leaves us with
Earth, Fire, Water, Wind, Lightning, Light, Shadow
ice and sand