Thaumaturgy

Algea

Insider
Pantheon, not to mention it'd very annoying to follow those poor bastards after every hit. Like some kind of baseball. That's the reason I don't like knockback affix on Engineer weaponry in Torchlight 2. On the other hand archers would benefit from it.
 

JamesButlin

Insider
Hopefully abilities won't be too flashy like in pretty much every game where the screen is completely covered with fireworks (Yay for low-fantasy again).
This game is promising in so many aspects it's crazy.
I like fireworks ;) But yeah I agree, I'd love to see how the NPCs are going to react to magic, is it going to be commonplace for them or will they fear you/watch in awe for being a gifted individual? :)
 

Pantheon

Insider
Pantheon, not to mention it'd very annoying to follow those poor bastards after every hit. Like some kind of baseball. That's the reason I don't like knockback affix on Engineer weaponry in Torchlight 2. On the other hand archers would benefit from it.
Oh, I wouldn't mind that. I love watching enemies flying around that way :D
 

SergeDavid

Insider
I like the idea that it is common but more along the lines that 10% or so of the population can wield it to a degree that it is noticeable. At some point a guild was also formed for wielders which the rulers try to control for what they want, the guild seeking out wielders by sending journeymen and women across the villages to find more. I can picture how they act being different based on world opinions. they could either help by doing services, telling stories, etc to remote villages or hunt down them like anyone with the gift that isn't in the guild are rouges.

Imagine a world that you help shape in a small way where half of the magic users are afraid to be discovered least they be killed or stolen away by the guild to be trained and used for a reign by the main ruler of the lands. There are secret underground magic users that you might get approached by if anyone gets wind of your abilities or you might be met by hostile force by the guild. Though the guild might not be evil it just depends on your point of view and the different settings in the world. You might even take over the guild and change their direction and fight against the rulers. The possibilities are are almost endless in what could happen if these different factions and their priorities are handled correctly.

Wouldn't it be crazy if after joining the guild and fighting started breaking out with them maybe people became afraid of users and they became outlawed and all users became hunted for. All because they gained too much power and became a threat to the ruler faction.
 

JamesButlin

Insider
Wouldn't it be crazy if after joining the guild and fighting started breaking out with them maybe people became afraid of users and they became outlawed and all users became hunted for. All because they gained too much power and became a threat to the ruler faction.
You my friend have an active imagination :D. Very interesting read though, I love ideas like this, can see how it could work!
 

MNONE

Supporter
As I understand it, thaumaturgy is largely but not exclusively (given that the player will have access to it) the realm of the thaumaturgists. Can't remember exactly where it was laid out, but they were ostensibly the protectors of the world but have become lazy/corrupt and self-interested.
 

Nodes

Insider
Just some fun speculation here, but lets say you take Energy, and use it to create fire, Force to compress it into a ball, and Mind to launch the compressed ball of fire at the enemy. Release Force, and what do you get? I'll let you imagine the potential.

One thing I'm worried about is how their going to handle multiple abilities used at once, if they are procedural. As described above.
 

Oona

Insider
Do any of you know if we can just use thaumaturgy, or will a weapon like a sword be necessary to be effective in fights?
 

Anoe

Insider
Oona, you'll need a weapon to survive until you learn some advanced thaumaturgy skills. After that you can forget\untrain your fighting skills and improve your ability to cast spells.
Thaumaturgy does not make you an offensive caster, it has many possible uses such as bolstering your abilities in combat. A character that specialises in thaumaturgy is in fact an advanced build, you will probably need to start out as more of a warrior and retrain to become a pure thaumaturge gradually once you have become quite powerful. It won't be easy. There are also 3 entire skills dedicated to making thaumaturgy more efficient leaving little or no room for your character to be skilled in anything else.
 

Nodes

Insider
Do any of you know if we can just use thaumaturgy, or will a weapon like a sword be necessary to be effective in fights?
I would imagine, from what they have told us, that you would need a weapon of some kind. This is a low fantasy world, and something like thaumaturgy would just be another step up the food chain. It makes you more powerful than plain bandits, but i cant see you taking on more than 5 at a time and living through it (Without a weapon, that is). Even five might be a stretch.

But what do i know. Maybe you will be able to, as other thaumaturges might feel weapons were below them, and so they would need to be made powerful enough to deal with others without a weapon. Or maybe being able to use both hands in thaumaturgy will allow you to do more. But i digress.(And ramble quite a bit.)

EDIT: Oops, someone beat me to it. Oh well, its there anyway.
 

calithlin

Insider
I wonder if Thaumaturgy will be treated as more of a science or mysticism by those that understand it in game. Will the Thaumaturges you may encounter be more like hyper-advanced scientists or alchemist mindset, or perhaps more like priests or classic wizards.
 

walltar

Insider
I hope it will be very rare in NPCs ... i am not going to be using it and for me less magic there is the better. But some is good to spice up the game.

I wonder if Thaumaturgy will be treated as more of a science or mysticism by those that understand it in game. Will the Thaumaturges you may encounter be more like hyper-advanced scientists or alchemist mindset, or perhaps more like priests or classic wizards.
This is interesting thought ... i could be fun to see both. College of thaumaturges in big cities and in small villages there will be mystics or witches. And of course they hate each oter.
 

CarChuckSG

Member
I think that BM should add a power that lets you controll the mind/body of your enemies.
I'd love to take Porky (the ogre) for a spin!
The thaumaturgy forms of this would be: either body or mind.
 

Nodes

Insider
The thaumaturgy forms of this would be: either body or mind.
I think that body would control the body and mind the mind, that makes the most sense to me.
The difference being that taking over someones body, or bodypart would be much easier than taking over their mind completely, there would probably be many more nuances to these, but I'm simply too tired and too lazy to bother writing down the ones i think would be there. If that made sense, I cant tell.
 

Joe Moore

Insider
Madoc had made a post in another thread, prior to people being redirected to this thread. So I'm quoting what he's said regarding the Thaumaturgic powers.

This thread could be interesting. I'll give you a rough idea of what we have in mind for each in terms of types of effects:

Displacement
Teleporting, displacing to avoid being hit, conjuring fire, summoning demons...

Energy
Lightning, heating, cooling, electromagnetism...

Light
Producing or suppressing light, invisibility, offensive beams...

Body
Healing, harming, affecting body functions...

Mind
Influencing others, various mental effects, mind control, raising the dead...

Force
Sudden forces, shielding, telekinesis...
 

calithlin

Insider
I'll post a good deal of random ideas, and we'll see if any stick. Into the blender we go!

(For the sake of complexity I will assume there's a maximum of 3 skills that can be combined for interesting effects. More later if that is not the case)


Key:
(?) = Assumption or possibility, omittable depending on further developments.
'Magica' = Shorthand for whatever creatures or objects may be able to influence or detect thaumaturgic forces
Elemental = Fire, ice, electricity or wind based damage or energy.

Double Combinations:

Displacement + Energy:
Weather effects! (Select area)
Tornadoes, thunderstorms, and severe drought (for use against water-based enemies?) what fun! These could be useful area-of-effect abilities that can damage/slow or otherwise affect creatures over time in a targeted area.
Polarity (Select self or ally)
Reduces damage taken from energy/elemental attacks.
Phase Shift (Select self)
Briefly (a split second) turns the player into a gaseous state of fire, electrical, or other elemental energy. If the player shifts just before an enemy attack, and the enemy's weapon contacts the gaseous form, they take elemental damage while the player receives no damage.

Displacement + Light:
Shrouding (Select self or area)
Creates an area of shadow for a period of time, where the player may retreat to become undetectable by certain enemies.
Light Bomb (Select area)
Creates a strong emission of light in a selected area, blinding or dazing creatures close to the source. Dealing damage to undead(?)
Doppelganger Illusion (Select self)
Creates a copy of the player from light that can distract enemies, but cause no damage.

Displacement + Body:
Demon Armor (Select self)
Imbues the player's skin or armor with demonic properties, adding a boost to damage reduction or defense against energy damage(?)
Root (Select enemy)
Displaces a target's lower body into the ground, immobilizing them for a period of time.
Healing Field (Select area)
Creates an area perfectly suitable for humans, increasing health regeneration while within.

Displacement + Mind:
Demonic Pact (Select self)
A demonic force takes control of the player, sending them into a berserker frenzy dealing extra damage, but attacking anything in sight (control given to AI for short period).
Demonic Possession (Select target)
A demonic force takes control of an enemy, causing them to attack everything including their own allies, but gaining strength and becoming more dangerous to the player.
Astral Projection (Select area)
Puts the player in a literal out-of-body experience, where they can scout ahead undetected by non-magical beings. However, in this state the body is left exposed and able to be killed. Other thaumaturge can attack the astral projection to return it to the player's body with slight health damage and leave the player dazed for a few moments.

Displacement + Force:
Energy Charge (Select area or target)
Teleport to a location or enemy, leaving a trail of damaging energy in your wake (think the fire lines from Back to the Future!)
Banish (Select summoned target)
Unsummons creatures, non-corporeal beings, or demons brought forth by thaumaturgic means. If unsuccessful, deals additional damage to said creature types.
Reflective Shield (Select self or ally)
Reflects a set number of projectiles back at the caster.

Energy + Light:
Power Beam (select target)

A supercharged energy beam that deals additional damage.
Morning Star (Select area)
Creates a small sun, dealing heat damage to creatures near it and blinding everything in a large radius for a short time.
Super Sleuth (Select self)
Player emits no heat, no electromagnetic field, and becomes invisible. Duration of invisibility is raised and the chance of detection is lowered significantly.

Energy + Body:
Elemental Buffer (Select self or ally)
Player or ally becomes resistant to certain types of elemental or energy damage for a period.
Elemental Quagmire (Select enemy): Selected enemy becomes more susceptible to certain kinds of elemental/energy damage for a period.
Negative Magnetism (Select self, must wear metal armor)
The player's armor repels metal, lowering the force of impact from all enemy metal weapons for a period.

Energy + Mind:
Instinctual Fear (Select enemy)
Target becomes wary of specific types of energy, losing confidence or taking extra damage against energized/elemental attacks or weapons.
Detect Life (Select self)
Player can detect electromagnetic pulses given off by creatures, much like a shark. Useful for detecting enemies behind walls, corners, etc.
Seize (Select target)
A small electric shock induces a seizure to a target, immobilizing and causing them to deal damage to themselves.Target may lose memory of the character and treat them neutrally if out of combat.

Energy + Force:
Energy Shielding (Select self or ally)
A protective shield that deflects a set amount of energy damage before dissipating.
Projectile Bomb (Hold item with telekinesis and activate)
Engulfs an item held in the air with fire, then launches it. The object explodes on impact. Larger items result in larger explosions, but cannot be thrown as far or as hard.
Energy Wall (Select area)
Creates a wide wall of elemental energy, blocking off paths/escape for a period of time, damaging creatures that attempt to cross.
 

calithlin

Insider
Light + Body:
Purification (Select self)
Heals player's health significantly, plus removes any debilitating effects, poisons, curses, etc.
Ranged Healing (Select ally)
Fires a beam of life energy that heals an ally from a long distance for significant health.
Blinding Burst (Select enemy)
Shoots a concentrated beam of light directly at an enemy's eyes, blinding it for a short period. (Alternatively, can create an area of darkness on an enemy's face, also blinding them).

Light + Mind:
Rebuking Power (Select enemy)
Causes enemies to flee, especially undead or darker creatures(?)
Mesmerize (Select target)
Dazzles the target for a period of time. Doesn't provoke attack out of combat, but can distract creatures during combat.
Darkvision (Select self)
Allows the player to see clearly in darkness, without attracting attention with light. Useful for sneaking in dark areas around guards.

Light + Force:
Lantern (Hold item with telekinesis and activate)
Illuminates an item held in mid air, which can act as a distraction or light source for dark areas (remains illuminated for a few minutes after placed down).
Mail Breaker (Select enemy)
Fires a tightly packed beam of kinetic energy, especially damaging to heavily armored opponents.
Irresistible Light (Select target)
The target glows and an attractive force pulls in nearby creatures. Target is more likely to be attacked by creatures drawn in. Useful for pulling enemies off from allies, signalling to allies an important enemy to attack, or confusing and/or causing infighting amongst enemies.

Body + Mind:
Battlemind (Select Self)
Enhances combat prowess through sheer force of will and bodily coordination. The player can swing faster, remain on their feet, and are more fleet of foot for the duration of the ability.
Mind Over Matter (Select enemy)
Causes an enemy to loose coordination with their faculties, making them sloppier, sluggish, and prone to toppling or flanking.
Posession (Select corpse)
Resurrects selected corpse under the player's control. The player is immobilized and vulnerable to attack, but the possessed corpse can act as a scout or disguise until it decays into a skeleton.

Body + Force:
Witch's Doll (Select enemy)
Player can use selected creature or person as a projectile as if through telekinesis. Target takes damage over time while in the air, and additional damage when thrown.
Human Cannon (Select location or enemy)
Player is forced forward like a projectile, covering ground quickly but also dealing damage and knocking over those in their path or their target.
Critical Strike (Select self or ally)
The next weapon swing is imbued with a great deal of force, causing it to deal additional critical damage if the strike connects.

Mind + Force:
Mental Protection (Select self or ally)
Protects the player or targeted friendly NPC from all mental attacks for a period.
Concuss (Select enemy or self): Sends a powerful mental surge to a selected enemy target that dazes or stuns them with moderate damage. Or, radiates mental force from player stunning enemies with slight push effect.
Stasis (Select target):
Any target selected is frozen in place, unable to move but immune from most damage.


Triple Combinations: Very difficult to achieve, and used sparingly due to collateral damage and recasting time.

Displacement + Energy + Light
Great Demon
For a very short period of time, the player opens a portal imbued with shadow and fire, summoning a powerful demon that deals massive damage to nearby creatures before returning to its home.

Displacement + Energy + Body
Astral Warrior
The player's body becomes ethereal as their very flesh steps between worlds, rendering them nearly untouchable by physical means, but able to attack others. Any creature in contact with the player will be damaged by their astral form until their body collapses back into the normal world shortly after.

Displacement + Energy + Mind
Astral Invader
The player experiences an out-of-body event, and while their main body is still unprotected, their astral form can deal massive energy damage directly to the souls of other enemies nearby. The player will return to their body immediately if attacked if the time does not expire beforehand.

Displacement + Energy + Force
Black Hole
The player rips a hole in space-time by the combination of enormous forces, creating a temporary singularity. The black hole will draw in nearby enemies and friends indiscriminately and deal catastrophic damage to any that cannot escape its grasp before it dissolves.


Displacement + Light + Body
Army of One
By displacing light and their body's physical properties, the player creates six copies of themselves for a short period, but all are capable of inflicting and receiving damage to enemies rather than being mere illusions.

Displacement + Light + Mind
Hall of Mirrors
Six illusory copies of the player are created, but they are cannot be dismissed by attacking them, and will remain to confuse enemies for a long portion of time.

Displacement + Light + Force
Iridescent Familiar
The player summons a wisp-like ball of light that follows them and fires powerful beams of light at any hostile creature for a period of time.

Displacement + Body + Mind
Demonic Double
A demon copy of the player is summoned, temporarily taking the player's place in their realm. The player has full control of the body double, and the player's main body is safe in a pocket dimension. The body double will act and be controlled the same as the normal player. If the double dies or its time expires, the player reemerges from the pocket dimension unscathed.

Displacement + Body + Force
Sonic Boom
For a short period of time, the player can instantaneously teleport anywhere within a small area by clicking the ground, sending sonic booms in their wake damaging any nearby creature.

Displacement + Mind + Force
Mass Hysteria
The player emits a concussive mental blast in a large area. Any creature in the area effected will become disoriented and attack random targets (with priority against themselves) until they regain their senses.

Energy + Light + Body
A Light Shining in the Darkness
For a short period the player's body is engulfed in light that blinds any hostile creature that approaches, but heals allies in close proximity over time.

Energy + Light + Mind
Nightmare Tempest
An large area is covered in darkness that completely hides the player when inside. Any creature inside the dark cloud will be struck with lightning in regular intervals, while the player is free to attack any creature foolish enough to enter before the cloud dissipates.

Energy + Light + Force
Nova
Light and energy compacted together create a chain reaction, exploding spectacularly, dealing major damage to any creature near the epicenter, and mild damage to those at the extremities of the blast.

Energy + Body + Mind
Induce Coma
A pulse of electrostatic energy renders all nearby creatures comatose after knocking them unconscious. They will remain unconscious indefinitely until attacked.

Energy + Body + Force
Inner Sanctum
An impenetrable shield engulfs the player, regenerating their health over time until they are fully healed.

Energy + Mind + Force
Flash of Torture
Any nearby creature is placed within a shield filled with electricity that slowly shrinks. Any creature that survives the death trap is traumatized and is likely to rout immediately.

Light + Body + Mind
Amnesiacs
Creatures within a nearby radius will completely forget all previous history and interactions with the player. Naturally hostile creatures will become hostile again after one minute.

Light + Body + Force
The Binding
All nearby creatures are exposed to a flash of light that reduces their visibility, a slowing effect, and severe vertigo that makes their attacks a fraction as effective as before.

Light + Mind + Force
Poltergeist
To simulate a haunting, the player will become undetectably invisible, all objects that can be affected by telekinesis will lift and be thrown at nearby creatures, and enemies will attack the thrown objects rather than search for the player.

Body + Mind + Force
Stasis Field
All creatures in a nearby radius are placed within stasis for an extended period of time.
 

TheScythian

Insider
All I can say is wow....if even 10% of this creativity and variety make it in we'll be looking at game of the decade :). They're all so good and plausible (assuming they fit the game mechanics and wouldn't take too long to implement). My favourite is probably Mind over Matter...I can imagine that being both useful and hilarious seeing your enemies swinging wildly and tripping over themselves.
One that I would add (similar to your Negative Magnetism) is:

Energy + Force
Magnetic Wave
A wave of electromagnetism disarms weak enemies and knocks back any wearing metal armour.
 

Ensoreus

Insider
I would like to see something like the spell "Firework" from old game "Evil Islands". It used to be a kind of distraction for enemies. The player casts this spell near from an enemy, and a little sparkling light appears. The enemy notices this light and runs up to the light, after that the player keeps casting it farther on and on. Then the player can pass through, or kill the enemy since it is too far from its allies right now.
Of course here could be options. For example, an enemy could be experienced enough (mage, assassin, noble) and he would not be tricked, and raise the hue and cry. Otherwise a troll, lower undead, or may be foolish bandit could be tricked easily.
 
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