RimWorld

RimWorld

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[DISCONTINUED] Magic Wands
   
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Mod, 1.2, 1.3
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15.190 MB
17 Jun, 2021 @ 6:13pm
13 Aug, 2021 @ 4:17am
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[DISCONTINUED] Magic Wands

Description
[DISCONTINUED] Since my life is undergoing some big changes I have no time to update or create any mods at the current moment. Anyone who cares is permitted to continue my work on any of my mods.


This mod adds several different types of wands as well as stuffable magical woodtypes and minerals to RimWorld.

I hope you enjoy!

And don't forget to if you like this mod.

Link to GitHub
https://github.com/d4egon/MagicWands.git








Future Ideas:
  • Wand of Air --- Causes a tornado to appear at target location, chaotic and uncontrollable. This wand is shifting as the wind they say. ( Sometimes spawns in thunderstorms, dry thunderstorms or fog instead)

  • Wand of Summoning(long cooldown or limited uses i.e. 2/2 uses) --- Summon random animals/magical creatures to your side with trained guard+attack (implement different cool creature and animal mods in this) - low chance to summon manhunter instead?

  • Firespewer Wand --- Breathe fire in close quarters with this firebreathing wand - short range but great impact - and maybe chance to ignite self.

  • Wand of Fear(5/5 uses) --- Causes targets hit to flee in terror

  • Lesser Powerwand --- Draw upon kinetic energies from the atmosphere to generate sparks that impact with great accuracy and gives ministun but only low burn damage.

  • Lesser Firewand --- Spew fire in close quarters with this firebreathing wand - just like a flamethrower, just shorter range.

  • Lesser Wand of Bliss --- Increase rest and joy by 20% and give +5% to conciousness

  • Wand of Barbs --- Summon a special magic imbued rosebush that damages and greatly slows targets moving through it. Has several uses. Deploys the bushes in 4x4 patches. Low flammibility but can still catch fire.

  • Wand of Youth --- Once used, target gets 10-20 years younger, OR stops aging for a set amount of time.

  • Wand of Beautification --- Remove scars from a pawn or creature. Has several uses.

  • Wand of Disarming --- Several uses. Cast on target to make it drop its weapon/gear in both hands.

  • Wand of Improvement --- One use, randomly raise a skill by 1-3 levels.

  • Wand of Herding --- Instantly tame a non-predatory creature. One use.

  • Wand of Convincing --- Used to get other visiting colonists into your colony by making it far easier to get them to stay with the colony. Also reduces resistance by 20% per use on prisoners.

  • Wand of Restoration --- Slowly regenerates health on the target over time, healing 5 damage on 3 wounds every few seconds.

  • Wand of Shielding --- Deploys a shield around the target, blocking projectiles from harming the target.

  • Wild Wand --- Causes an animal to go berserk, attacking all pawns and creatures in sight, starting with the closest.

  • Wand of Mending/Repair --- Restores a percentage of durability on an item. Has a limited number of uses.

  • Wand of Fulfillment --- As long as it is in your hand and equipped, your rate of needing food is decreased by 50% or so...or fills your food meter and keeps it full for 1-2 days per use.

  • Wand of Teleportation --- get your crowdcontrol going with this skippylike wand

  • More...?

    Already Implemented

  • Wand of Skyfall(2/2 uses) --- Trigger 3x meteors to fall in a specified spot

  • Wand of Poison --- A wand that causes different diseases and infections instantaneous upon hit with a 1 hit damage, slow speed but good accuracy. (Infection chance for the wielder aswell?)

  • Make an infusion altar to infuse lesser magic wands with different elements

  • Lesser Magic Wand --- Capable of shooting fast bursts of magic bullets at foes. Damage is similar to that of a combat handgun - higher speed but lower accuracy.
38 Comments
D4egon  [author] 8 Dec, 2022 @ 12:57am 
[DISCONTINUED] Since my life is undergoing some big changes I have no time to update or create any mods at the current moment. Anyone who cares is permitted to continue my work on any of my mods.
micha180387 23 Jan, 2022 @ 12:28pm 
how to make infused things on infusion table ?

my colonists can't do something there
D4egon  [author] 7 Nov, 2021 @ 1:10pm 
Ty, it should be updated ;)
cy-one 7 Nov, 2021 @ 12:27pm 
FYI, JecsTools are up to date in 1.3, you might wanna have the official version as a dependency instead of the unofficial one
Hans 19 Sep, 2021 @ 2:17pm 
Ahh Okay i thought it would be like in D&D where they recharge over night. A mechanic like this would also be really cool :D
D4egon  [author] 19 Sep, 2021 @ 2:06pm 
@Hans
Thank you for elaborating, yeah that would make sense. Couls be fun to implement!

Charges simply means the item is destroyed upon last use and must be recreated. Much like charges work in i.e. Warcraft III
Hans 18 Sep, 2021 @ 4:42am 
I meant that the Wands maybe scale with the Skills "Ranged" and "Intellctual" instead of only "Ranged". I understand it like this, that the damage is scaling with the "Ranged" stat. But for me it makes more sense, if it scales with the "Intellectual" Skill.

And the Second Question. Some Items Have the Description Limited (2/2) as an example
like your Wand of Summoning or Wand of Fear. What does that mean? Do the charges refresh? If yes, to which time? After 00:00 o'clock?

Hope now you understand what my questions were :D
D4egon  [author] 17 Sep, 2021 @ 12:46am 
@Zhadow Glaive

Dunno if I have the time atm, but Ill see what I can do. Alot of potential though.

@Prophet of Merci

Thx alot :)
I've no idea if its possible, but Ill give it a go if I get the time.
D4egon  [author] 17 Sep, 2021 @ 12:40am 
@Hans
Youve gotta be more specific, Ive no idea what youre talking about ?? :)

Thx for the like
Hans 14 Sep, 2021 @ 3:48pm 
And do the limited uses refresh each day? :D