Let the (modding) creativity flow

Welcome to another spam thread by yours truly, Wintersong.

The idea of this thread is based in: https://forums.elementalgame.com/376437

And more precisely in:

Q: What are some example mods you would make?

A: We would try to cover the full range with our samples.  Here are some specifics of what we plan to provide during Beta 5 and after release.

...

5. Using your copy of Elemental to make a totally new TBS game (GalCiv like or MOO like or Civilization like or HOMM like or MOM like or whatever).

6. Using your copy of Elemental to make a totally new type of game TBS (my sample, which will be public domain when released, is the aforementioned Temple of Apshai).

...

Obviously, how much is done here depends on how successful Elemental is commercially so these aren’t promises as much as what we are planning to do.


Most people has in mind one or more ideas that would like to see in a mod, no matter if they actually expect to see those mods done or not. And there is the possibility of Stardock make one or more mods as examples of what can be done with their tools (nice marketing, mind you). Although the examples mentioned are quite popular (MoM, Civ, MoO...), I'd prefer them doing something different.

So why not give them some ideas in case they have the time to actually make one mod as example? Even if they were not to use any of the ideas, it's a nice exercise of creativity, it's fun (for me it is) and, who knows, maybe be useful to other users.

Rules? Only three:

  1. must add the date of the last modification to the proposed idea to the very beginning of the mod idea
  2. you cannot duplicate it in this thread (if you need to update it, udate the original post and update the date in it, then you can post to say that you updated your mod idea and maybe even provide a link to the post for easier access to it)
  3. elaborate it. No one liners or something like that. Do the initial dirty work for Stardock, sell it to them if you want, but avoid "Make MoM but with pirates" or similar things. No need to define everything in it but the more info you can add so people can understand it better (walls of texts are fine, just give them some format so they are easy to read, ok?)

With that said I present you with:


2010/03/03

Ad aeternum

In this mod, players play the role of a deity trying to achieve total dominion over the mortal and astral worlds.

Eritis sicut Deus

The player selects one of the deities to play as during the game. As domains are limited, if more than one deity has the same domain, that domain is considered disputed and the power levels are reduced for it.

As a deity, you have access to a certain number of domains. These domains determine the type of miracles that you can cast. The power level of those miracles could increase due to the number of worshipers.

Res non verba

Deities interact with the mortal world through miracles of different types granted by their domains. Each domain grants a certain number of miracles.

The type and number of miracles is increased by some possible combinations of domains that would unlock extra miracles that combine elements of those domains.

Example of filler domains:

  • Life
  • Death
  • War
  • Peace
  • Law
  • Chaos
  • Fire
  • Water
  • Air
  • Earth
  • Knowledge

Dies irae

The final goal for the deity is to have total control of the mortal and astral worlds. The only way to achieve that is to destroy the other deities and adquire their domains. It'd be possible to win by allying with other deities and creating a common Pantheon with those deities, after destroying the opposing deities.

To destroy a deity, he must lose all his domains. A deity can lose a domain by trading it to another deity or when all the worshipers of that domain die. Domains lost due to all worshipers being dead are held by The Great Balance, a neutral entity of divine power. Deities can purchase domains from The Great Balance anytime paying a price in Divine Essence or by trading other domains.

A deity can also be destroyed in a battle against other deity. A deity can challenge to a duel to any other deity. The challenge can only be refused by giving Divine Essence to the challenger or surrendering a domain to him. If the duel was a challenge to death, it can only be refused by surrendering a domain. The winner of the duel not to death can claim one the defeated's domains or Divine Essence. The winner of a duel to death gets the defeated's domains and Divine Essence. The Great Balance forbids deities from challenging deities with only one domain but these deities with just one domain can die if they challenge another deity and it loses it's last domain against the challenged. These duels can vary in options: in which place of the astral world they happen, if other deities can join...

Alternative ways to win would involve to take the place of The Great Balance through a series of epic quests or to unify all the deities under your control by an ancient divine artifact. Or maybe find the way to exile all the other deities from the astral world.

Memento mori

Deities without domains are dead. Their champions become neutral or dissapear. Demideities become neutral.

Dead deities coming back from the death are possible though. The easiest way but that cannot be controlled by the deities is to be brought to life by The Great Balance. More difficult ways to achieve resurrection are thanks to rituals. Some rituals from the Life and Death domains can bring a deity back from the death in some circumstances. Other domains can have similar rituals that prevent the deity from actually dying. All these rituals are expensive and only work in very concrete situations.

Statu quo

The number of domains and of worshipers determine the status of the deities. There are some ranks that define the status of a deity:

  • Lesser deity
  • Intermediate deity
  • Greater deity

The current rank of the deity grants him some boons, included extra and more powerful miracles for his domains.

Alter ego

Deities can have a divine avatar at a time in the mortal world. They start with one and, if destroyed, deities can create another using some Divine Essence. Avatars are mortal and can be destroyed or killed but they are thougher than non divine beings. To cast certain miracles is cheaper through an avatar and it also allows to influence civilizations in a more direct way.

When created, the deity can invest extra Divine Essence to give him Divine Equipment of a type of his choice and domains (weapon and armour, or a walking stick and a robe, for example). If not, the avatar will have to find equipment of his own.

High rank divinities can have special avatars that are not humanoid. These avatars (could have the shape of dragons, minotaurs, trolls...) are more powerful but also cost more Divine Essence. The extra cost and powers of these special avatars depends on the type. Although the type isn't limited by the domains, certain types can unlock extra abilities if used by deities of certain domains.

Vox populi vox Dei

The world is alive and full of different creatures.

Intelligent creatures gather to live together and follow different faiths. They build their cities and kingdoms, research new technologies... and have some believes that can change according to circumstances and influence the divine power of the deities.

They will live their lives, wage wars, make great discoveries... and deities will have the chance to actually influence those creatures back. Using miracles, deities can help or hinder these creatures, have the creatures worship them as their main deity or even have offspring with some of them.

Deities are able to recruit champions to their cause from the mortal ranks. Thse champions can be powerful warriors, wise sages or anyone that fits the deity's domains. These champions are extraordinary individuals per se but can be blessed by the deity, receiving some of his Divine Essence. This blessing can take many forms, from enhanced stats to the ability to perform minor miracles.

Champions can influence the mortals too and can do quests. Although loyal to their deity, their loyalty can be swayed if enough efforts are made. The number of champions that a deity can have is determined by his rank but if a deity were to lose rank, he keeps his current champions even if his new limit is inferior to the number of champions he currently has.

Plus Ultra

The deities can choose any creature to mate with it and have offspring. This offspring, the demideity, is above normal beings and can have some special skills. These demideities are the champions of their fathers, rallying mortals around them to follow their father's lead. But as any mortal, demideities can be influenced by deities and alter their loyalty. Deities can only have offspring by spending some Divine Essence each time.

In rare occasions, demideities can get deityhood granted by The Great Balance if they are powerful enough. They adquire one of the domains controlled by The Great Balance when accessing deityhood and join the astral world with the rest of deities.

Demideities can also attain deityhood thanks to their fathers. Deities can ascend any of their demideities to lesser deity rank by granting one of his own domains. The demideity must be powerful enough to receive such gift though. Demideities ascended in this way become allies of the deity that ascended them and will only break such alliance under the most extreme of circumstances.

Deities can use their demideities to influence mortals and to do quests, the same as champions, but with a bigger effect than them. There is no limit to how many demideities a deity can have as long as he can pay the Divine Essence cost of creating one.

De omni re scibili et quibusdam aliis

The avatars of deities, demideities and champions can do quests in the mortal world. These quests serve different purposes: influence a civilization, broker peace between warring factions, recover old artifacts...

The quests can be have different origins, be it someone or someplace in the mortal world, or be proposed by The Great Balance.

Fac totum

The Great Balance is a constant in the mortal and astral worlds.

  • It adquires que domains of any deity that losed all the worshipers in that domain.
  • It can trade domains it already has with the deities that desire so.
  • If the deities were to destroy the mortal world, and therefore destroy themselves, The Great Balance would remain retaining all the domains and being able to create the world anew.
  • It can grant deityhood to any demideity by giving him one of the domains it controls.
  • It can block deities from using miracles from one or more of their domains during some time.
  • It can generate quests and mega events from time to time for reasons unkown to the deities.
  • It can take away the domain of a deity for itself or for another deity but only will do such thing under the most extreme circumstances.

The Great Balance can create an avatar of its own but will only do that in very specific events. This avatar is more powerful that normal avatars of the deities and than demideities. Whenever The Great Balance creates its avatar is for a very precise reason: destroy something in the mortal world. Usually it's to destroy an excess of demideities in the world but other reasons are possible too.

Although without domains by itself, The Great Balance can use miracles that no other deity can use no matter the rank or domains. It can also use any miracle of any of the existing domains even if The Great Balance doesn't control it.

A divinis

Players are deities in the astral world. That astral world has no real representation. The only playable world per se is the mortal world.

The factions in the mortal world play normally controlled by neutral AIs (not the deity ones).

Each turn is divided in two phases: the Astral Turn and the Mortal Turn. During the Astral Turn deities challenge other deities to duels, do some diplomacy with other deities, cast miracles... During the Mortal Turn deities interact with mortals through their avatars or cahmpions, do quests...

10,674 views 6 replies
Reply #1 Top

Ex Draconum - There are four basic Alignments of species: Lizards, Snakes, Dragons, and Saurians/Dinosaurs

Each Alignment has various factions depending on specific race and abilities.

The most basic Lizard race would be the Iguanids- Ice and Arcane Life magics, Powerful Champions, weak troops (magic and research bonus) stronger magic, faster magic research, faster normal research ... properly trained troops can be moderate or powerful.

Snake Race-> Cobras- Ice and Arcane Death magics, moderate champions, moderate troops (troop size bonus, strong magic)

Dinosaur Race -> Theropoda- Fire and Death magics, Rare and powerful champions, powerful troops (attack heavy) ->military bonus

Dragon Race-> Winged lizards- Fire and Air magics, powerful champions (dragons), weak troops (slaves) -> prestige and military bonus

 

secondary lizard Race-> desert lizards- Fire and Earth magics- moderate Champions, moderate troops -> military bonus

secondary snake race-> constrictors- Water and Earth magics- powerful champions, weak troops (younglings) -> military bonus

secondary dinosaur race-> ceratopsids- Water and Earth magics- powerful champions, moderate troops (defense heavy) -> prestige bonus

secondary dragon race-> burrowing lizards- Fire and Earth magics- moderate Champions (Earth Drakes), moderate troops -> contruction bonus

 

other sepecies/races to come. Basically the Races of Lizards fight for mutual Lizard dominance, et All. The Lizards are the Main Good Guys, and the Snakes are the Main bad-guys. The Dragons are powerful, wise, sometimes powerhungry(neutral/good). The Dinosaurs can be wise as well, but are often Tyrannical(neutral evil).

Meanwhile the Ceratopsians (and other Herbavore based dinosaur species) are more neutral/good, they still ultimately fight for the betterment of all dinosaurs, however the Ceratopsians and Therapodae have been known to Fight Each other (Civil wars) over supremacy and reign over all Dinosaur species. The lizards, snakes, and Dragons have a bit healthier reputation for inter-species cooperation.

Barbarians and a few NPC factions will be humans of various shape and origin.

//More Races

Skinks-> emphasis on speed, Air and Earth magics,

Anoles-> population growth bonus, Earth and Life magics

Goana Lizards-> strength bonus(stats), Earth and Water magics

//

Vipers-> terrain movement bonus through Forests and Hills, Ice and Death magics

Rattle Snakes-> pretige bonus, Fire and Death magics

Common Snakes -> population growth bonus -> Earth and Death magics

//

Velociraptors -> speed bonus, Fire and Death magics

Ankylodons-> defensive bonus, Earth and Death magics

Sauropods-> Hitpoint bonus, Air and Earth magics

//

Frost Dragons-> magic bonus, Ice and Air magics

Swamp Dragons-> attack bonus/ambush bonus, Water and Earth magics

Faeri Dragons-> magical bonus, smaller/weaker, Life and Air magics

Reply #2 Top

Sorry if the question sounds silly but I need to ask it: Are all the Lizards, Snakes, Dragons, and Saurians/Dinosaurs anthropomorfic? Or only some of them?

Reply #3 Top

Hmm. I would think that the weaker, lesser versions of the races are Anthropomorphic. For instance, the Dragon's slaves are anthropomorphic drakelings/troglodites/lizards.

The Snakes are pretty much Colubra/Yuan-ti snakes with arms and speach.

The Champions of Therapoda are great Tyrannosaurids and Allosaurs, as well as a Gigantosaur or Spinosaur I suppose. The Lizards are more anthropomorphic I suppose, in that they walk more like humans than the Dragons/Dinosaurs/Snakes. However, their faces aren't very human, none of them have human faces. Again, except for maybe the slaves or cannon-fodder.

The lizards are human sized, and among them are the most powerful casters in the game. The snakes are a bit bigger (and stronger), the Dinosaurs are all bigger than the snakes, but have a diverse plethora of sizes. The Winged Dragons are All quite Large, the Faeri Dragons, while also winged, are more human-size, but float above the ground.

The Tyrannosaur Kings are about the Size of a Massive Winged Dragon, and are the largest of the Dinosaurs other than the Sauropod kings (who are the largest creatures in the game). The Sauropod Kings, despite their size, are the greatest Diplomats in the game, and are known for their peaceful farming kingdoms. Their subjects are debatable, but probably smaller, more anthropomorphic versions of themselves.

Basically, the less like a human you are, the stronger you are in this game. Of course, the semi-human like Lizards are powerful in Magic, so thats a nice strength. At least one of the Lizard Champion-Mages, however, can Transform into a Giant Lizard Monster about the size of a dragon, maintaining his ability to cast magic. His non-Monster form can also fly/levitate with no magical cost at all, however it does cost some mana to maintain the Monster Form (which is best for deadly encounters)

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Reply #4 Top

Neat.:grin: Dragons may be all awesome but some dinosaurs (or similarly sized creatures) sounds quite epic to me too. (and reminds me of my still unused God: God Zilla XD )

Reply #5 Top

Update March 24. 2010: Added a bit about the economy and short descriptions the the brotherhood and vault dwellers. Will add more factions later.

Inspired by the fact that i'm playing Fallout 2 right now, i propose the following mod;

Fallout: Wasteland Survival (name could be better)

Set in the fallout universe, the player takes command takes command of a faction and leads it to become the dominant power in the region, either through co-operation or conquest.

The world

The post-war wasteland is a harsh place. Resources are spread thin, habitable locations are rare. The ruins of the great pre-war cities may offer shelter, but will also attract unwanted attention, both human and non-human. Outside of the cities life isn't any easier. Competitors may be further away, but so will be your friends (if you have any that is).

Gameplay

In the first part of the game you will be focused on the survival of your starting settlement. Most factions will only have one productive settlement, and maybe a few outposts at strategic locations. Populations are small, so you will have to be carefull with your people. Most factions won't be able to produce guns and ammo, and will have to rely on what they find in the ruins, and use primitive weapons if they're unlucky. Troop sizes will be small, with each side commanding a few squads of 4-12 men. You will have to make some though desicions; working together with another side to defeat a band of raiders might seem like a good idea, but who knows how long your new friendship might last?

Later in the game you can start to look outwards a bit more. Maybe you can convince a few smaller towns to join your faction, or you could conquer them or wipe them out completely.

Economy

As stated before, resources are scarce. To best reprisent this in-game the resource system would have to be changed. Unlike the current system in Elemental, the economy would be more like in the Settlers, where you have a finite amount of each resource. For simplicity these resources could be stored globally, but i'd prefer that each settlement would have it's own warehouse. I would like to keep the number of resources low, again for simplicity's sake. Food (and maybe clean water) would be the only vital resources that you would have to produce to keep your people alive.

A resource i would like to introduce is 'machine parts'. These would be needed for a lot of things, mainly builing and repairing facilities (like a windmill, water pump, or factory of some sort) and producing weapons. At first you will be able to find machine parts all over the map, but later in the game you will need a steady source, either by trading or producing them yourself. A more advanced version of this resource could be 'electrical parts', which would be used later in the game to produce energy weapons and more advanced facilities.

About weapons and their production; At first you willl be able to find a few guns on the map, and if your lucky you'll find a big stash. However, later on you will have to produce them yourself. This would be done by turning machine parts into weapons at a production facility. I think there would have to be a few distinct weapon categories, each with its own strengths and weaknesses. There would be Small Guns (short range, low rate of fire, but cheap, cost only one machine parts (mpts)), Rifles (Long range, , less usefull at short range, low rate of fire, also 1 mpts), Machine guns (medium range, high rate of fire, but more expensive, 3 mpts) and Big Guns (devastating, but very heavy and expensive, 5+ mpts). Something similar could be done for Energy weapons. I've left out primitive weapons and close combat weapons, not sure how to handle them right now.

Leaders

The leaders won't be immortal sovereigns obviously. My current idea is that they are more like commanders in the Dawn of War games; powerfull units but still very mortal. The death of a leader would not mean the end of a side. To destroy a faction, both its capital must be captured or destroyed, and its leader killed. So if a capital is captured but the leader lives, he can try to recapture it, or maybe move the capital to another site. If the leader is killed, a new leader is selected from among the heroes, or perhaps a new one is generated at the capital.

Also, it would be nice if there where different leader types to choose from. For instance, Vaultdwellers could have either an Overseer as leader, or a Vault Dweller/Wasteland Wanderer (whatever you want to call the player character from the original Fallout). The Overseer would have better management and research skills, but worse diplomatic relations. The Wanderer would have better combat and diplomatic skills, but not the bonuses to research and management.

Factions

The Brotherhood of Steel

  • Start in a vault like military base
  • Good research, good starting technology, able to produce guns and ammo at the start of the game
  • Somewhat lower diplomacy, extremely low population growth
  • Leader options: Paladin (good combat) or Elder Scribe (better research and management)
  • The Brotherhood of Steel is an organisation composed of descendants of militairy officers, soldiers and scientists that survived the great war in a vault like militairy base. The entire faction one big militairy organisation that is dedicated to the preservation of their technology. Outsiders are rarely allowed to join, and although no-one is a member against their will, their society is rather rigid with little personal time for its members. Because of this their population is rather low and grows only slowly. But unlike most survivors in the wasteland they still have a good understanding of pre-war technology and acces to some significant firepower.

Vault Dwellers

  • Start in a vault
  • Good research and starting technology
  • Low diplomacy, few weapons and military tech at start
  • Leader options: Overseer (good management and research, low diplomacy) or Wanderer (good combat and diplomacy)
  • Vault dwellers are the descendants off people lucky or rich enough to buy a place in a Vault before the Great war started. These vaults were designed to keep their occupants safe and comfortable while the bombs fell outside. The vaults where also equiped with the technology needed to rebuild civilization when they opened up again after several years. The vault dwellers see themselves as the best of humanity and look down other survivors that live in the wasteland. This attitude, combined with some jealousy at their relativley comfortable lives in the vault, makes them not very well liked among the other factions.

Primitive Tribe

  • Start with a small village
  • High population growth
  • Very low starting tech, low research
  • Leader options: Elder (good management) or Chosen One (good combat)
Reply #6 Top

2010/04/27

Dedicated to the Elemental lore team for teasing me.

Elemental: Ancient Age

Introduction

"Elemental: Ancient Age" is a modification for the game "Elemental: War of Magic" developed by Stardock and currently in Beta phase.

This mod puts the player in the world of Elemental thousands of years before the arrival of the Titans.



Of the World

The game world is that of Elemental many thousands of years before the Cataclysm and the arrival of the Titans to Elemental.

Magic flows free through the world, ready to be used by anyone with the proper skills. Dragons has loosened their rule over the lands and humanity starts giving their first steps as civilized beings.



Of the Dragons

The Dragons had ruled Elemental during thousands of years. Masters of Magic, cunning and with a stength that no other creature of Elemental could match, these ancient beings hold dominion over everything that existed and even patronaged one of the lesser species that had developed intelligence and that could be considered a distant blood relative of the dragons.

By reasons unknown, a dispute started between the dragons. The dispute degenerated into a war that ravaged the lands. The destruction was such that the dragons decided to retire themselves from the world to prevent more damage to it and the creatures that inhabited it.



Of the Dra-Tha

The Dra-Tha are distant blood relatives of the dragons. Evolved naturally to sentient beings, dragons patronaged them and helped them to develop.

Under the rule of the dragons, the different Dra-Tha tribes thrived and created their own Kingdoms. Many sweared alliegance to one or more dragons and usually served them in any task that could be required. When the dragons went to war, the Dra-Tha wer naturally involved in the conflict. The usually tranquil Dra-Tha waged war against each otehr in the name of their dragon lords.

After the dragons decided to retire due to the devastation caused, the Dra-Tha found themselves abandoned by their patrons and lords, their kingdoms broken and an animosity, and sometimes hatred, towards other Dra-Tha that would plague them for many generations to come.



Of the Humans

Some time after the war that ravaged the land, the first human civilizations rose and began claiming parts of Elemental as their own.

These humans were still early in their development but they already shown great intelligence and cunning, and expanded agressively. Soon they met the Dra-Tha and they clashed. The protegees of the dragons saw humans as outsiders not related by blood to any of their known species and that didn't revere dragons as they did.



Of the Magic

Magic permeated everything, flowing freely through all the world of Elemental. Almost anyone could use it, mostly minor things, but only truly advanced users could do truly amazing things with it.

Although the Titans wouldn't arrive yet for some thousands of years, magic was mostly the same. No spell required Crystal Shards to be cast altough they could be enhanced by magical crystals. The types of magic were mostly the same but in these times they were some more that would be lost when the Titan's Crystals trapped all the magic into them. Those types were the Aether and the Blood magics.



Of the Religion

The dragons didn't have any religion or worshiped anyone. They would revere those of them that had shown great wisdom, strength or magical power but never developed any kind of religion.

The Dra-Tha still had some remnants of animism and totemism that the different tribes had developed during their early development. With the patronage of dragons, many started venerating their patrons up the point of many worshipping them like if they were some kind of surpeme beings responsible of the balance of the universe. It's said that some dragons accepted and even liked to be worshiped as Gods and that that was the event that lead to the dispute between the dragons and the later war that followed.

Humans had followed in general the same paths in the origins as the Dra-Tha, following diverse forms of animism and totemism. But a small faction developed a different poit of view, defending that humans had been created by a god. This god had created them with the same appearence than him and gifted them so they could achieve anything they wanted, the world of Elemental being the place given by the god to them to live and rule. Some dragon worshipers could be found too, even creating pantheons.



Of the Gameplay

"Elemental: Ancient Age" plays more or less similar to the basic game.

The factions are of two species: humans and Dra-Tha. These humans are the pioneers in the baby steps of the human civilization. The Dra-Tha factions are small groups that band together after the end of the dragon war and that are decided to carve their place in Elemental and restored the lost glory of before the war.


The Sovereign is similar to a Hero. He can create his own dinasty. He will eventually die (combat or old age) and his faction will need a heir from that dinasty to take the power.


The land doesn't start devastated. Altough there are parts of it which are, most is still good enough that can be used without magic to heal it.


Heroes are still the same but human heroes take some more time to appear for the first time as humans are still too young as species.


Dungeons and ruins are present but they are Dra-Tha and are not so common as after the Cataclysm thousands of years later.


Magic include two more types of magic: Aether and Blood.

The Aether magic was based in the dominion of the four basic elements that flowed in the world and was the most powerful type of magic that any being could dominate. Aether Dragons were the most powerful dragons ever to exist, to the point of being worshiped by some. The successful ritual of the Emerald Sorceress that took all the magic from Elemental killed all of them as the Aether energies of the world were teared appart by the power of the ritual.

The Blood magic was based on the magical potential that every living being had in it. Through will, pain and the use of blood, even the most humble being could harness great power. Humans developed this magic, some becoming true masters of its potential. Their own violent nature made it target of the more peaceful beings, that started hunting down it's practicioners. This magic came to an end when the ritual of the Emerald Sorceress trapped the magic energies into the Crystals, as everybody became severed from the magic flow.


Units work like in the basic game but as there are not channelers and magic flows free, magic user units can be researched and recruited. There is no entity granting powers like a god in D&D. There can be healers and they can claim that their power is of divine origin, but it's just the same power source that those using fire magic to blast their enemies: the world of Elemental. The only who could claim "divine" origin would be one with a Dragon Pact.


Dragon Pacts are deals made with a dragon in exchange for access to some of the power of the dragon. These deals are extremely rare and can only be reached by quests, huge bribes... The benefits include increased magic powers, bonuses to the stats, chance to use some of that power to buy dragon powers (breath weapon for example) as well to access to magic usually only available to dragons. A person with a Dragon Pact can share some of that power to other being to enhance it. It'd be like in the base game the Sovereign spending Essence to create more channelers but in this case would be a transfer of Dragon Pact points to give a bonus to another unit (that are recovered if the unit dies). If the unit is a magic user, it'd get access to dragon spells or maybe some kind of dragon power if he has enough Dragon Pact points given.


Mana bars existed for different types of magics. Blood magic didn't use any as it was based on the life of the caster. Aether magic required mana of the four basic elements even to be able to use the most basic of its spells and didn't have a mana bar of its own. The other magics had their own mana bar and the more the magician had developed his skills into one type of magic, the more mana he had to cast spells of that type.