[Suggestions] Magic mechanics, limits are goood :)

HI,

took this out of another post from me. Was mixed up with some ui. Sry for double reads.

 

1. Please show the upkeep for enchantments in the spell book, ok this is still UI

2. Mana and casting. I like that there are spells which need time to cast. This should be improved. A caster should have a stat (maybe intelligence) which determines how much mana he can pump into a spell each combat round AND season for world spells. Additionally it would be nice if all the casters have a per round/season mana pool so it is not possible to blast 300+ mana in one turn.

This opens also a cool opportunity for new buildings and locations.

  a ) city improvement which allows stationed casters to cast more mana per turn ("ritual pit", "focus chamber", ....), even for specific spell types.. summoning, enchantment, fire spells what ever is fitting. Maybe also choose between the buildings or give it as a city level up special building.

  b ) locations say, while on a fire shard can use more mana for fire spells..

  c ) https://forums.elementalgame.com/408175 see post #23 (and 26) for mor location based stuff which is a great balance opportunity.

  d ) Maybe add a building which can sustain some enchantment upkeeps?

3. Why not have spells which require some consumable, like dragon tooth for a "super fireball", which would also limit some mighty spells and give useful rewards from monsters & quests

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Enchantments are kinda broken because 1 mana is typically way too much upkeep for the strength of most of the enchantments. 

 

I really like idea 3. I'd actually been thinking it would be cool if instead of having upkeep enchants used a small amount of crystal (this makes sense to me since we can make magic items from crystal)

Also with 3 we could have things like magical forging especially if we could give strategic spells casting times where you must gather all the required ingredients and then spend time and mana channeling and then you get an awesome magic item!