Wood Magic Gimmick: Tree Placement

Wood Magic Gimmick: Tree Placement
effort 4.428571428571429 7 quality 4.285714285714286 7 reasonability 3.857142857142857 7

Problem

I find wood magic to be too similar to other magics, without anything to really define it as themed around wood. It has a similar on-hit effect to stone and metal, it essentially creates the same blocky rubble that stone makes, and its overall clash effectiveness is unremarkable.

I want to focus on the second point, that rubble that wood magic creates on contact. With the exception of unique interactions with acid and heat-based magic, it’s the same blocky debris that adheres to physics and breaks after enough hits.

However, other magics, like sand (which will be my main point of reference), have a unique property in which they create sand piles that grow as larger sand attacks are cast. It is this mechanic that I would like to have applied to wood magic.

Mechanics

When wood magic spells explode near the ground, leafless trees will grow around the area of the explosion. These trees can, for example, consist of a cylindrical base and 3-5 branches that split off into 2 twigs. However, vetex can just as easily use an actual model of a tree instead.

The more powerful the attack, the larger the trees (tree density/the number of placed trees per a given area may also increase). Similarly, the larger the explosion, the larger the radius for trees to spawn. These trees would grow as more wood magic is used near them by the caster.

For an intuitive, in-universe explanation for why this would work, imagine it like molding wood into the shape of a tree, as if it were clay.

These trees would have the same interactions that current wood blocks have. However, they would not adhere to physics, and instead be static additions to the terrain. In other words, they can still collide with players and projectiles, but they just can’t be moved around.

Magic level can determine the maximum size of a tree, while intensity can determine the rate of growth (relative to how many wood spells are put into a tree)

Reasoning

Not only would this addition give aesthetic definition to wood magic, I believe it can also provide some practical defensive function that will help set wood apart from other magics. If a wood magic user knew how to adapt to the kind of environments that could be created by placing several of these trees, they could effectively use them for cover in fights, or for traversing terrain, such as cliffs.

Optional Additions

While I do not personally recommend it, it would make some sense for these trees to inflict bleeding if an enemy were to make contact with them, considering wood magic’s status effect.

Also, there’s the possible interaction of multiple wood users being able to contribute to the same tree. While I do not think this adds any gameplay value, a ritual involving several wood mages forfeiting their power and earthly possessions to a massive tree sounds funny enough for me to personally recommend it.

4 Likes

i personally think wood is fine just the way it is. wood spells already explode into branches when they make contact. the only place where i think your idea would fit best is in placed explosions, which im not sure if it already does (ive never used wood). regarding the trees inflicting bleed, lets just skip that because wood hits already inflict bleed to my knowledge. again, ive never played wood so im only going off of my knowledge of fighting against wood using npcs

2 Likes

Okay, I REALLY like this idea. My main problem with the heavier magics is that, mostly when I’m going against them/see them, they always feel…the same, besides colors. I think that things like this could help separate the magics a bit, and actually make them unique to one another.

However, one problem I think COULD arise is lag. Maybe if there are too many trees, Roblox could have a hard time and begin to drop in frames, though I don’t 100% know.

1 Like

I’m not referring to the visual effects of wood, those are fine. This idea centers around the debris that wood spells creates (solid magics leave blocky debris after spells). I’m thinking about a system like sand magic’s, where static piles of sand are made.

Pillar explosions already do that, but they don’t last. It’s a purely visual effect there, and my suggestion doesn’t touch on those.

Ultimate art: get lost in this forest, idiot!

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Wood mage uses an ultimate art placed explosion and you just hear this music play:

I had this exact same idea and it’s great

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I’ve never seen anybody use wood or even talk about it, so this would help it feel more unique and fun.

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Only problem is the potential conflict it will have with the barrier spell

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Niko is my friend who likes wood magic. Here is his opinion when i asked him about this suggestion:

YES

2 Likes

Good lord imagine this mechanic when you imbue it

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good

Actually, this would be super cool when combined with thermo fist. Imagine summoning flaming trees that set people ablaze whenever you punch people. Imagine it with rushdown.

feel like it might make mage useless

This is just Wood Magic’s current blocks but with extra steps and more annoying. Same general idea of creating a collidable object on hit, and with the same interactions, but it grows and is comically tall. Yes, it can provide a unique defensive function, which I do like the concept of, but I don’t think anybody would be able to stay behind those against an enemy.

Wood Magic does need something to set it apart from Earth and Metal, though. Problem is that I don’t think many people have ideas for it. I was going to suggest placing movement-slowing twigs on the ground, but that’d have the same problem that Water/Acid puddles currently have.

1 Like

Outside a unique effect, there isn’t much you can ‘do’ for wood. Like Wood used to have combo potential with high synergy damage in yonder days, but now it’s just earth/metal for people who want a bit more speed. All three of these magics have bleed as their effect too, so effectively they are even more stat-blocky then even Shadow or Light (who have no synergy and are designed to just be good all rounders stat wise).

It’s not even about balancing, it’s about making some magics feel less like afterthoughts.

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Actually a good idea, but does it keep the bleeding status effect or it gets a new status effect?

POV: A bounty hunter is chasing you on a massive Dark Sea Island

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Yeah wood is boring.

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those few wood users would have a hard time hitting enemies with that much trees blocking all the attacks from both sides