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    elemental spells

    I was thinking how all skill/spells don't have any real elemental properties. I also recalled how all races have no real use. Then I got an idea........
    I made four spells: fire, ice, bolt and quake. for each one, it does extra damage to a certain race (i.e., strong vs. so-and-so.) I gave one of four races to certain monsters and made them weak against an opposing monster (i.e., ghosts weak against slimes, and slimes weak against ghosts.) these create the illusion of elements.


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    #2
    Re: elemental spells

    Yep, this has already been done in several games. But I guess that it's good that you posted it anyway, it makes for a nice magic system if it encourages tradeoffs.


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      #3
      Re: elemental spells

      It also adds a different twist to the idea. A lot of posts have been made in the same vein, but a lot of that seemed to be theoretical (how does cure magic physically work?) and biased on what magical effects the person who started the thread liked.

      You could even group all the spells (skills) into their respective elements this way as well by simply deciding what element you feel best represents which effect:

      speed up/down = bolt
      attack up/down = fire
      heal/cure = water
      death = quake

      ...again, you might be biased a different way, and that's okay too, but I really like the whole "X is strong vs.Y" approach to the elemental magics that you laid out here!
      A God from the Machine - Menander

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