There are five core elements in Of Mages and Magic:
Fire
Water
Earth
Thunder
Ice
Each element has two strengths and two weaknesses as shown in the table below:
Element
Strengths
Weaknesses
Fire
Thunder, Ice
Water, Earth, Fire
Water
Fire, Earth
Fire, Earth, Water
Earth
Fire, Thunder
Water, Ice, Earth
Thunder
Ice, Water
Fire, Earth, Thunder
Ice
Water, Earth
Fire, Thunder, Ice
Note that in this instance, "weakness" simply means that a mage will
only do half damage to their opponent. It does not neccessarily mean
that the enemy will do double damage back. Hence every element is weak
against itself, but it is not strong against itself.
Teams of students should pick their mage elements carefully to ensure
that there is a good balance of strengths and weaknesses, allowing
them to effectively combat enemy teams.
Spells
For each element a mage has a number of spells which they may choose
to learn. A mage can know up to four spells from their chosen element.
There are several different types of spells.
Attack spells will target either a single enemy or a group of enemies
and deal damage to them that is relative to the power of the spell,
attack stat of the caster and defense stat of the target.
Power attacks are like normal attacks except that the mage who casts
them will sustain some damage from the rebound of the spell. It's
costly, but can be useful if your goal is to beat your opponents in
the early rounds.
Every attack spell also has a critical hit probability associated with
it. If a spell gets a critical hit, then the amount of damage it does
is doubled.
Stat attacks can either boost or reduce your enemy's stats. Stats can
only go so high or so low and the growth is a percentage of your
initial stat. So, for example, it's not always a good idea to start
with an extremly low attack stat and then try to boost it to an
extremely high degree.
Lastly there is healing magic. This is a specialization of the water
mage. Only this class of mage is capable of restoring the health of
their allies throughout the battle.
Fire Mage Spells
Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Fireball
Single
40
100
10
Drop Mixtape
Single
60
100
6
Lava Storm
Single
50
100
8
Flame Wave
Group
20
100
2
Blazing Salvo
Group
15
100
4
Power Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Rebound
Backdraft
Single
90
100
4
50
Stat Attacks
Name
Stat
Effect
Power
Solar Blaze
Attack
Boost
1
Unmake
Attack
Reduce
1
Water Mage Spells
Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Power Swirl
Single
40
100
10
Sting of Neptune
Single
60
100
6
Water Jet
Single
50
100
8
Riptide
Group
20
100
2
Tidal Wave
Group
15
100
4
Power Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Rebound
Monsoon
Single
90
100
4
50
Special Attacks
Name
Description
Absorb
Reduce target's health and use it to replenish your own
Healing Wave
Restore 20 Health points to target
Earth Mage Spells
Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Stalactite Drop
Single
40
100
10
Bassault
Single
60
100
6
Rock Smash
Single
50
100
8
Landslide
Group
20
100
2
Earthquake
Group
15
100
4
Power Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Rebound
Fracture
Single
90
100
4
50
Stat Attacks
Name
Stat
Effect
Power
Granite Armour
Defense
Boost
1
Quicksand
Speed
Reduce
1
Thunder Mage Spells
Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Jolt
Single
40
100
10
Lightning Blade
Single
60
100
6
Lava Storm
Single
50
100
8
Flame Wave
Group
20
100
2
Blazing Salvo
Group
15
100
4
Power Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Rebound
Voltage Slam
Single
90
100
4
50
Stat Attacks
Name
Stat
Effect
Power
Charge
Speed
Boost
1
Shattering Bolt
Defense
Reduce
1
Ice Mage Spells
Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Chill Strike
Single
40
100
10
Frostbite
Single
60
100
6
Ice Breaker
Single
50
100
8
Glacier
Group
20
100
2
Blizzard
Group
15
100
4
Power Attacks
Name
Type
Power
Accuracy
Crit. Hit Prob.
Rebound
Frost Storm
Single
90
100
4
50
Stat Attacks
Name
Stat
Effect
Power
Ice Wall
Attack
Boost
1
Ice Cage
Attack
Reduce
1
Creating Your Own Spells and Elements
Spell and element definitions are contained in the
data/magic/magic.xml file. By editing this file you can change the
element strength/weakness configurations, manipulate the power,
accuracy and effects of spells or even create your own spells and
elements for the game (although this would require you to also provide
your own animations. Otherwise the game won't know what to draw on
screen).