Update on the Fusion Magic Chart:
I’m liking all of the ideas y’all are throwing out; thanks a bunch!
Now because I’m just a little curious…
Darkness Fusions Poll
- Vanta Magic (described before) would have enhanced bullet-stretching capabilities; instead of a cap of 60% length, it becomes 100%, and at a faster rate.
- Coldstone Magic might just be Earth Magic with damage boosts on “cold” Status Effects, or it might hit harder with slightly better speed.
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- I’m starting to think that having synergies involved for statuses is a bad idea, however, since I’m gearing for this being a bullet hell game, and the one thing to know about that genre is that if you’re at least competent, you won’t be getting hit a lot. I might come around to liking them, however, depending on how well each Magic can work with each other.
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- Maybe I just need to get more abstract with what each Magic Type can do within the confines of the bullet hell genre.
- Spreadflame Magic could focus on setting up small patches of fire that spread slightly when an enemy bullet passes through them. It’s totally not an idea taken from the scrapped Darkflame Curse from AA/AO/whatever.
- Fungus Magic could rely on shortening the lifespans of bullets (i.e. Enemy uses a Tier 10 Q Spell, its main bullet now disappears when it gets 20 meters away from the caster instead of when it goes off-screen)
- Eclipse Magic would inflict a very small amount of damage when a bullet is being grazed (which is a SHMUP term for when your hitbox is close to a bullet’s hitbox).
- Chill Magic could by slowing down an enemy’s Attack Startup time, even more so if they have any Attack Preparation stats given by their armor. Ever just freeze up when you’re alone at night and start hearing something? That’s what I’m thinking of.
- Strobe Magic could cause some fake bullets to start spawning near real enemy bullets, somewhat mimicking those weird floating shapes that I start seeing if the sun gets in my eyes.
- Necrosis Magic could lower your time to parry a bullet with your weapon, or remove the option altogether.
- Abyss Magic could be able to shrink enemy bullets that its spells pass through, somewhat reflecting the pressure found near the bottom of the ocean.
- Breeze Magic could combine the Bullet Pushback idea I had for Wind Magic, alongside a decreased form of Darkness Magic’s stretching gimmick.
Again, all of these are rough ideas (Coldstone specifically being real rough); if anything, just vote by what you think would be the coolest.
Which Darkness Magic Fusion Would You Use?
- Vanta (Energy)
- Coldstone (Earth)
- Spreadflame (Fire)
- Fungus (Flora)
- Eclipse (Light)
- Chill (Sound)
- Strobe (Thunder)
- Necrosis (Toxic)
- Abyss (Water)
- Breeze (Wind)
0
voters
Earth Magic Fusions Poll
- Metal Magic, as described before, would be able to slightly pierce through the damage reduction of an enemy’s successful parry.
- Coldstone Magic is completely up in the air.
- Magma Magic is… exactly what you’d expect.
- Moss Magic could rely on lowering the damage of enemy bullets that pass through itself.
- Crystal Magic could rely on making enemy bullets change their direction slightly.
- Earthquake Magic is Earth Magic, but its bullets will shake violently, making trying to graze them somewhat dangerous. If you wanted to play a Werewolf character or start with Fire Magic, tough luck.
- Explosion Magic could explode if it passes through too many enemy bullets, erasing some within its radius. It would also get high damage on impact hits, since 98% of the time, its bullets will be exploding before it reaches the enemy.
- Miasma Magic could work after getting a hit in, with enemy bullets casted soon afterwards spreading a damaging cloud that works for you.
- Mud Magic would be able to set up walls that could block bullets. I would do another slowdown status, but there’s already too damn many.
- Sand Magic is what you’d expect. Sorry mateys.
What Earth Magic Fusion Would You Use?
- Metal (Energy)
- Coldstone (Darkness)
- Magma (Fire)
- Moss (Flora)
- Crystal (Light)
- Earthquake (Sound)
- Explosion (Thunder)
- Miasma (Toxic)
- Mud (Water)
- Sand (Wind)
0
voters
For learning Magic types throughout the story, I’m thinking of having it be like this:
Start with your Base Magic → Learn a Second Source Magic → Learn a First Fusion Magic → Learn a Third Source Magic → Learn a Second Fusion Magic
Potion Types
Did I show this off before? I feel like I have.